666ad080e9246

666ad080e97fe
2 Guests are here.
 

Topic: SS2 Blue Mod Manager Read 23433 times  

666ad080ea654

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 »

666ad080ea7c2bluemess

« Last Edit: 12. May 2013, 10:43:52 by bluemess »
Re: Re: SS2 Blue Mod Manager
666ad080ea97f
Argh, okay sorry.
Re: Re: SS2 Blue Mod Manager
666ad080eaa98
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.

666ad080eab3cbluemess

Re: Re: SS2 Blue Mod Manager
666ad080eab8f
Yes, mods must be extracted. For each mod you want to add: "DMM\AnyModName\{mod files here}"
Re: Re: SS2 Blue Mod Manager
666ad080eac89
Working nicely here.  :thumb:

666ad080ead28bluemess

Re: Re: SS2 Blue Mod Manager
666ad080ead77
Glad to hear it :)

666ad080eae87Zanderat

Re: Re: SS2 Blue Mod Manager
666ad080eaf5b
I assume that already installed mods will need to uninstalled and reinstalled via the mod manager?

666ad080eb04bbluemess

Re: Re: SS2 Blue Mod Manager
666ad080eb09c
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 »

666ad080eb12eZanderat

Re: Re: SS2 Blue Mod Manager
666ad080eb17d
Thanks.

666ad080eb663Simplex

Re: Re: SS2 Blue Mod Manager
666ad080eb6bf
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 »

666ad080eb779bluemess

Re: Re: SS2 Blue Mod Manager
666ad080eb7c7
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 »

666ad080ed4d1Simplex

Re: Re: SS2 Blue Mod Manager
666ad080ed541
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?

666ad080ef4f6bluemess

Re: Re: SS2 Blue Mod Manager
666ad080ef598
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.

666ad080ef72bSimplex

Re: Re: SS2 Blue Mod Manager
666ad080ef78f
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]".

666ad080ef8b6bluemess

Re: Re: SS2 Blue Mod Manager
666ad080ef90a
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
666ad080efa16
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.

666ad080efaafbluemess

Re: Re: SS2 Blue Mod Manager
666ad080efb0c
Sure, will be changed in next release.

666ad080efbb4Borodin

Re: Re: SS2 Blue Mod Manager
666ad080efc06
When I click the "Open mods folder", how do I select the mods from there?

666ad080efca0Borodin

Re: Re: SS2 Blue Mod Manager
666ad080efcf6
I have extracted the mod .zip files into folders inside DMM, but am stuck as how to proceed.

666ad080efda5Borodin

Re: Re: SS2 Blue Mod Manager
666ad080efdf9
Nevermind, I just found it basically imports them automatically.
Re: Re: SS2 Blue Mod Manager
666ad080eff11
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).

666ad080effb2bluemess

Re: Re: SS2 Blue Mod Manager
666ad080f000f
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:

System Shock takes place on a space station named ...:
2 Guests are here.
RocketMan: Gum drops come in bags.
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
666ad0810058c