665beadb1fd18

665beadb209df
1 Guest is here.
 

Topic: SS2 Blue Mod Manager Read 22071 times  

665beadb218f3

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 »

665beadb21a56bluemess

« Last Edit: 12. May 2013, 10:43:52 by bluemess »
Re: Re: SS2 Blue Mod Manager
665beadb21c3b
Argh, okay sorry.
Re: Re: SS2 Blue Mod Manager
665beadb21d4e
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.

665beadb21e7cbluemess

Re: Re: SS2 Blue Mod Manager
665beadb21ed1
Yes, mods must be extracted. For each mod you want to add: "DMM\AnyModName\{mod files here}"
Re: Re: SS2 Blue Mod Manager
665beadb21fe7
Working nicely here.  :thumb:

665beadb2207dbluemess

Re: Re: SS2 Blue Mod Manager
665beadb220c9
Glad to hear it :)

665beadb221c8Zanderat

Re: Re: SS2 Blue Mod Manager
665beadb22221
I assume that already installed mods will need to uninstalled and reinstalled via the mod manager?

665beadb222fabluemess

Re: Re: SS2 Blue Mod Manager
665beadb2234a
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 »

665beadb2240cZanderat

Re: Re: SS2 Blue Mod Manager
665beadb2245a
Thanks.

665beadb22882Simplex

Re: Re: SS2 Blue Mod Manager
665beadb228e5
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 »

665beadb229b1bluemess

Re: Re: SS2 Blue Mod Manager
665beadb22a13
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 »

665beadb22b0aSimplex

Re: Re: SS2 Blue Mod Manager
665beadb22b5c
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?

665beadb22e24bluemess

Re: Re: SS2 Blue Mod Manager
665beadb22e83
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.

665beadb22f82Simplex

Re: Re: SS2 Blue Mod Manager
665beadb22fe5
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]".

665beadb230f2bluemess

Re: Re: SS2 Blue Mod Manager
665beadb23140
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
665beadb23244
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.

665beadb232cabluemess

Re: Re: SS2 Blue Mod Manager
665beadb2331e
Sure, will be changed in next release.

665beadb233c3Borodin

Re: Re: SS2 Blue Mod Manager
665beadb23412
When I click the "Open mods folder", how do I select the mods from there?

665beadb234a6Borodin

Re: Re: SS2 Blue Mod Manager
665beadb234fb
I have extracted the mod .zip files into folders inside DMM, but am stuck as how to proceed.

665beadb23581Borodin

Re: Re: SS2 Blue Mod Manager
665beadb235cc
Nevermind, I just found it basically imports them automatically.
Re: Re: SS2 Blue Mod Manager
665beadb236b5
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).

665beadb2374fbluemess

Re: Re: SS2 Blue Mod Manager
665beadb237a7
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:

What does the U.N.N start with?:
1 Guest is here.
I know we can't have those times back again. But we can have parties like there were then.
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
665beadb23d70