Portmod - Mod Manager

Learn about OpenMW mod compatibility, check for problematic mods, discuss issues, and give us feedback about your experience with modded OpenMW.
darkbasic
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Re: Portmod - Mod Manager

Post by darkbasic » 04 Sep 2019, 08:55

Awesome, thanks for your work :)

darkbasic
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Re: Portmod - Mod Manager

Post by darkbasic » 05 Sep 2019, 10:12

I'm currently testing it, may I suggest adding sets for the http://modding-openmw.com mod groups, like "Total Overhaul" and "Expanded Vanilla"? :)

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bmw
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Re: Portmod - Mod Manager

Post by bmw » 20 Oct 2019, 03:36

darkbasic wrote:
05 Sep 2019, 10:12
I'm currently testing it, may I suggest adding sets for the http://modding-openmw.com mod groups, like "Total Overhaul" and "Expanded Vanilla"? :)
Sorry for the late response, I've been rather busy and haven't had much spare time.
Yes I definitely will add such sets, in one form or another. It occurred to me when thinking about this, that, particularly for large collections of mods that could change significantly over time, we really need some way of handling updates for people who don't want the changes to break their save files. There's already the feature, or at least the idea, as it's unfortunately not yet implemented, to roll back changes to your mod configuration, but it would be useful to have a pre-emptive way of avoiding breaking changes. I've put together some ideas here, such as making it possible to just do minor updates (with the option to ignore this for mods without plugins).

I think I'd mentioned something about using sets rather than metapackages/metamods previously, but it occurs to me that metamods would be much more powerful, mainly since we could take advantage of both use flags and versioning, which sets lack (and with versioning they could take advantage of the above safe update mechanisms, and it would be possible to continue to provide support for old versions of the metamod). The only advantage sets have is simplicity.

I've been working on adding all the "Expanded Vanilla" mods from modding-openmw, and am somewhere around two thirds of the way done, maybe closer to three quarters; once I'm done I'll create a metamod for them. Total Overhaul will be a lot more work, but it will be done eventually.

siemreeap
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Re: Portmod - Mod Manager

Post by siemreeap » 23 Oct 2019, 20:56

This question will be trivial to anyone who has experience with Python. It's not to an ignorant gamer like me. The wiki on gitlab says:
The first thing you should do after installing is to synchronize the mod repository. This can be done through portmod via omwmerge --sync.
How exactly do I run portmod or the omwmerge command? I ask here because I can't find any better place.

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bmw
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Re: Portmod - Mod Manager

Post by bmw » 23 Oct 2019, 23:02

The only interface is via the command line, so you need to open a terminal to interact with it (or command prompt, or whatever you want to call it).

Importantly, you almost certainly want to make sure that the directory it's installed in is in your PATH environment variable (otherwise the commands would only work by calling the executable by its path). A simple way to check for this would be just to try running `omwmerge` in a terminal and see if the executable is found. If it is, then you don't need to do anything, otherwise, you need to modify your PATH. If you're on Windows and don't know how to modify your PATH environment variable, I'm hoping you can look that up, as I'm not familiar with the process and there should be plenty of guides out there.
The location of the install directory will vary depending on how you installed it and your platform. If you used `pip install --user ...` then it will either be in `~/.local/bin` on Linux and OSX, or `C:\Users\Username\AppData\Roaming\Python36\Scripts` on Windows (this presumably varies depending on the version of python you're using) (details from here). Without `--user` it probably should install it to a location that is already in your path, but I'm not precisely sure where except on Linux (which should be `/usr/bin`)

It should then be able to be run by opening a terminal and entering the appropriate command.

I'll add this information to the wiki too, as I'm sure you won't be the only person with this question, or a similar one.

siemreeap
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Re: Portmod - Mod Manager

Post by siemreeap » 24 Oct 2019, 19:51

bmw wrote:
23 Oct 2019, 23:02
The only interface is via the command line, so you need to open a terminal to interact with it (or command prompt, or whatever you want to call it).

Importantly, you almost certainly want to make sure that the directory it's installed in is in your PATH environment variable (otherwise the commands would only work by calling the executable by its path). A simple way to check for this would be just to try running `omwmerge` in a terminal and see if the executable is found. If it is, then you don't need to do anything, otherwise, you need to modify your PATH. If you're on Windows and don't know how to modify your PATH environment variable, I'm hoping you can look that up, as I'm not familiar with the process and there should be plenty of guides out there.
The location of the install directory will vary depending on how you installed it and your platform. If you used `pip install --user ...` then it will either be in `~/.local/bin` on Linux and OSX, or `C:\Users\Username\AppData\Roaming\Python36\Scripts` on Windows (this presumably varies depending on the version of python you're using) (details from here). Without `--user` it probably should install it to a location that is already in your path, but I'm not precisely sure where except on Linux (which should be `/usr/bin`)

It should then be able to be run by opening a terminal and entering the appropriate command.

I'll add this information to the wiki too, as I'm sure you won't be the only person with this question, or a similar one.
Thank you. I should have said it but I am running Kubuntu 18.04. portmod got installed in ~/.local/lib/python3.6/. However it started working after I restarted my PC and I didn't need to change PATH at all.

edit: it seems that omwmerge informs you before installing some mods (like Patch for Purists) that they require you to download the .7z manually and place it in ~/.cache/portmod/downloads/ . This warning doesn't display when installing Correct UV Mudcrabs which won't successfully install otherwise.

Jimmon
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Re: Portmod - Mod Manager

Post by Jimmon » 07 Nov 2019, 23:19

what version of python are you developing this on? i tried python 3.6 and i keep getting warnings like
WARNING: cannot import name 'getegid'
WARNING: Could not load pybuild "morrowind-1.6.1820-r1"
are these warnings normal? or do i need a different version of python?
--edit 1 --
it would also appear i'm unable to download most mods in the repo

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