664a3f224e539

664a3f224ea67
1 Guest is here.
 

Topic: SS2 Blue Mod Manager Read 19613 times  

664a3f224f724

SS2Tool now installs BMM, see here.

DEPRECATED, use DMM.

Requirements
- Windows Vista SP2 or later (v1.16+), WinXP or later (until v1.15)
- System Shock 2 v2.4 or later.

Installation
SS2Tool automatically provides the most recent version.
For a manual installation, extract/place the program in a folder of your choosing, and it's ready to use.

How to use
Launch SS2 Blue Mod Manager, press Select game folder... and select your System Shock 2 main folder.



Press Install mod archives... and select the mod archives to install. You can select multiple files at once using Shift and Ctrl.



Activate mods and arrange priorities (mod that is higher on the list overrides every mod below it). That's all, now you can press Exit and start game. You can also just close the manager - mods will stay loaded and activated.



If you want further information about a mod, you can press Lookup (WWW) to see its thread here on Systemshock.org or open a ReadMe file if present. If you have no further use of a mod, you can Delete it.

Source
For compiling your own version of SS2BMM, see https://github.com/pshjt/ss2bmm.

Download
« Last Edit: 08. February 2022, 17:50:49 by Moderator »

664a3f224f868bluemess

« Last Edit: 12. May 2013, 10:43:52 by bluemess »
Re: Re: SS2 Blue Mod Manager
664a3f224fa0c
Argh, okay sorry.
Re: Re: SS2 Blue Mod Manager
664a3f224fb26
Thanks for your program.
Should the mods be extracted in the folders, or be inside their 7zip packages that you
download from the mods section?

edit:
well, found out that they should be decompressed as it ads the folder to cam_mod.ini.

664a3f224fbe3bluemess

Re: Re: SS2 Blue Mod Manager
664a3f224fc35
Yes, mods must be extracted. For each mod you want to add: "DMM\AnyModName\{mod files here}"
Re: Re: SS2 Blue Mod Manager
664a3f224fe04
Working nicely here.  :thumb:

664a3f224fea0bluemess

Re: Re: SS2 Blue Mod Manager
664a3f224feee
Glad to hear it :)

664a3f2250003Zanderat

Re: Re: SS2 Blue Mod Manager
664a3f2250059
I assume that already installed mods will need to uninstalled and reinstalled via the mod manager?

664a3f2250122bluemess

Re: Re: SS2 Blue Mod Manager
664a3f2250170
If you would like to make a switch to MM it's recommended, but not necessary. However, it will be clearer having all mods managed by MM than split between DMM and DataPermMods folders.

DMM mods will also override DataPermMods, which might not be desirable, and it's difficult to keep track what is installed in DataPermMods. Having mods installed both ways would be messy.
« Last Edit: 12. May 2013, 17:43:41 by bluemess »

664a3f2250208Zanderat

Re: Re: SS2 Blue Mod Manager
664a3f2250256
Thanks.

664a3f225077cSimplex

Re: Re: SS2 Blue Mod Manager
664a3f22507e1
If you are getting error messages about missing DLL files, you need to install Visual C++ Redistributable for Visual Studio 2012.
This is not 100% accurate - specifically, you need 32bit version (x86) even if you have 64-bit Windows. I installed 64-bit version (since this is usually the way to go - if I have 64bit system so I am downloading 64-bit version if they are available) - and the mod manager would not work.

Direct link (worked for me, but it may be temporary): http://download.microsoft.com/download/1/6/B/16B06F60-3B20-4FF2-B699-5E9B7962F9AE/VSU1/vcredist_x86.exe

Other than that, great work!
« Last Edit: 13. May 2013, 15:59:58 by Simplex »

664a3f22508a1bluemess

Re: Re: SS2 Blue Mod Manager
664a3f22508ef
Thank you for the info. I've added it to first post.

I have also assumed that x64 version would include both x86 and x64 redists.
« Last Edit: 13. May 2013, 16:07:43 by bluemess »

664a3f22509d3Simplex

Re: Re: SS2 Blue Mod Manager
664a3f2250a2a
Yeah, me too. That is why I was absolutely stumped when it did not work. As a last ditch effort I decided to install 32bit version (I was absolutely certain that I will see message: "This software is not compatible with your version of Windows") - and it worked.

I have all my mods merged together inside DataPermMods - so what is my best course of action? Should I move/delete/rename "DataPermMods" folder and then unpack all original mods into separate directories inside "DMM" directory?

664a3f2250d33bluemess

Re: Re: SS2 Blue Mod Manager
664a3f2250d90
I have all my mods merged together inside DataPermMods - so what is my best course of action? Should I move/delete/rename "DataPermMods" folder and then unpack all original mods into separate directories inside "DMM" directory?
Exactly. Best to rename "DataPermMods", so it won't interfere, and you will be able to restore it if something goes wrong.

664a3f2250e8fSimplex

Re: Re: SS2 Blue Mod Manager
664a3f2250ee5
Ok, and what about conflicting files? They will be overwritten by the "last" mod in the 'queue'? (i.e. if there are conflcting files in mods number 1 and 2, then files from 2 will be used?

I know this is an early version but it would be great if some future version would have some kind of information/warning "mod [xxx] and mod [yyy] both contain files [zzzzzzz]".

664a3f2251007bluemess

Re: Re: SS2 Blue Mod Manager
664a3f2251058
I know this version is little "raw", with no instructions or informations what it does, and user has to pretty much guess everything. I have planned to add some tooltips/status bar infos, but haven't get to it yet.

Mods that are lower on the list will override those above them - which is also not stated anywhere :p. So you should have mods in the same order as you would copy them into DataPermMods.

Program is only checking if mod's folder has *.gam file inside, and displays it as "Gameplay" type. Other mods don't really "conflicts" with each other, just overrides those above them if needed. Right now I don't plan to add exact checking which mods replace the same files.
Re: Re: SS2 Blue Mod Manager
664a3f2251163
May I suggest to call that mod type "gamesys" in keeping with what it's called and tagged as on this site?
"Gameplay" correctly describes what these mods do, but I think consistency would help users more in this case.

664a3f22511f8bluemess

Re: Re: SS2 Blue Mod Manager
664a3f2251247
Sure, will be changed in next release.

664a3f22512e5Borodin

Re: Re: SS2 Blue Mod Manager
664a3f225133f
When I click the "Open mods folder", how do I select the mods from there?

664a3f22513efBorodin

Re: Re: SS2 Blue Mod Manager
664a3f2251447
I have extracted the mod .zip files into folders inside DMM, but am stuck as how to proceed.

664a3f22514d3Borodin

Re: Re: SS2 Blue Mod Manager
664a3f225151f
Nevermind, I just found it basically imports them automatically.
Re: Re: SS2 Blue Mod Manager
664a3f2251606
It reads the folder names inside DMM, yeah. When activating a mod it adds that folder name to the load-chain of the game (in cam_mod.ini).

664a3f225168ebluemess

Re: Re: SS2 Blue Mod Manager
664a3f22516da
Next version will not require application restart after changes in DMM folder.
« Last Edit: 14. May 2013, 20:04:23 by bluemess »

Your name:
This box must be left blank:

Name the main villain of the System Shock series:
1 Guest is here.
Kilroy was here.
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
664a3f22518ec