6648d17ae1e21

6648d17ae229a
1 Guest is here.
 

Topic: SS2 Blue Mod Manager Read 19326 times  

6648d17ae31f0

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 »

6648d17ae33a6bluemess

« Last Edit: 12. May 2013, 10:43:52 by bluemess »
Re: Re: SS2 Blue Mod Manager
6648d17ae35d5
Argh, okay sorry.
Re: Re: SS2 Blue Mod Manager
6648d17ae3723
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.

6648d17ae37e4bluemess

Re: Re: SS2 Blue Mod Manager
6648d17ae383b
Yes, mods must be extracted. For each mod you want to add: "DMM\AnyModName\{mod files here}"
Re: Re: SS2 Blue Mod Manager
6648d17ae3962
Working nicely here.  :thumb:

6648d17ae3a15bluemess

Re: Re: SS2 Blue Mod Manager
6648d17ae3a6b
Glad to hear it :)

6648d17ae3bd1Zanderat

Re: Re: SS2 Blue Mod Manager
6648d17ae3c2b
I assume that already installed mods will need to uninstalled and reinstalled via the mod manager?

6648d17ae3d55bluemess

Re: Re: SS2 Blue Mod Manager
6648d17ae3daf
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 »

6648d17ae3e5fZanderat

Re: Re: SS2 Blue Mod Manager
6648d17ae3eb6
Thanks.

6648d17ae44d6Simplex

Re: Re: SS2 Blue Mod Manager
6648d17ae4548
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 »

6648d17ae4635bluemess

Re: Re: SS2 Blue Mod Manager
6648d17ae4693
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 »

6648d17ae47cfSimplex

Re: Re: SS2 Blue Mod Manager
6648d17ae4853
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?

6648d17ae4beebluemess

Re: Re: SS2 Blue Mod Manager
6648d17ae4c51
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.

6648d17ae4d97Simplex

Re: Re: SS2 Blue Mod Manager
6648d17ae4df2
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]".

6648d17ae4f5fbluemess

Re: Re: SS2 Blue Mod Manager
6648d17ae4fb8
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
6648d17ae50fb
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.

6648d17ae51cdbluemess

Re: Re: SS2 Blue Mod Manager
6648d17ae5233
Sure, will be changed in next release.

6648d17ae52f1Borodin

Re: Re: SS2 Blue Mod Manager
6648d17ae5348
When I click the "Open mods folder", how do I select the mods from there?

6648d17ae5402Borodin

Re: Re: SS2 Blue Mod Manager
6648d17ae545f
I have extracted the mod .zip files into folders inside DMM, but am stuck as how to proceed.

6648d17ae5513Borodin

Re: Re: SS2 Blue Mod Manager
6648d17ae556a
Nevermind, I just found it basically imports them automatically.
Re: Re: SS2 Blue Mod Manager
6648d17ae5695
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).

6648d17ae5746bluemess

Re: Re: SS2 Blue Mod Manager
6648d17ae579c
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:

Look at you, ____: a pathetic creature of meat and bone!  (Fill in the missing word):
1 Guest is here.
I find you in quite the disarray
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
6648d17ae59f2