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Building Mod Organizer from source


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#1 rmm200

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Posted 17 October 2016 - 02:15 PM

Has anyone (other than Tannin) successfully built Mod Organizer 2.07 from source?

 

Any chance of tips or insights?

 

There are a ton of undocumented prerequisites (including a specific version of Visual Studio),

and the Python tracebacks on a missing prereq are worse than abysmal.

 

In modorganizer-umbrella-master I have gotten to a failure in hg.py, where it is ready to fetch the source for NMM (???).

This is task "retrieve codehgdev45".

 

Any pointers or a write-up on the build process would be really appreciated.

 

This is needed at this point because Mod Organizer is effectively abandoned.

 

Thanks! (and I am really starting to hate Python)

 

I have to post this specific error message I am getting. One for the records:

 

"Task retrieve codehgdev45 failed: argument of type 'NoneType' is not iterable"


Edited by rmm200, 17 October 2016 - 02:27 PM.

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#2 GrantSP

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Posted 17 October 2016 - 04:15 PM

You will likely have more success in finding others that have done so if you ask in the GitHub issues page.



#3 rmm200

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Posted 17 October 2016 - 04:18 PM

Thanks - I will give that a shot.


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#4 ssuamier

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Posted 22 October 2016 - 02:04 AM

The issue created is https://github.com/T...izer/issues/995 for anybody who wants to follow directly.

 

Yesterday night I had a short look into how the build system works. It's rather hard to build it due to

  • it has some kind of package management for all it's needed dependency
  • all dependencies are built (I have read about debug builds.. normally as a use you don't want to use debug builds, trust me, I have years of experience with that professionally, especially not from your dependencies).
  • therefore the sources of them are downloaded. There are huge ones on that, I just name three: boost (framework), Qt (another framework, similar purpose but with HMI support), NMM (yes the mod manager from Nexus iself)

I would work on greatly simplifying the build process for the user for a start. We could discuss this here if you're interested. And of course if there is somebody among you having some cmake or at least experience with setting up or maintaining such a build system.

 


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