673f7c3cca809

673f7c3ccb46e
5 Guests are here.
 

Topic: SS2 Blue Mod Manager Read 42735 times  

673f7c3ccc1b6

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 »

673f7c3ccc303bluemess

« Last Edit: 12. May 2013, 10:43:52 by bluemess »
Re: Re: SS2 Blue Mod Manager
673f7c3ccc542
Argh, okay sorry.
Re: Re: SS2 Blue Mod Manager
673f7c3ccc673
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.

673f7c3ccc725bluemess

Re: Re: SS2 Blue Mod Manager
673f7c3ccc773
Yes, mods must be extracted. For each mod you want to add: "DMM\AnyModName\{mod files here}"
Re: Re: SS2 Blue Mod Manager
673f7c3ccc862
Working nicely here.  :thumb:

673f7c3ccc8f5bluemess

Re: Re: SS2 Blue Mod Manager
673f7c3ccc942
Glad to hear it :)

673f7c3ccca49Zanderat

Re: Re: SS2 Blue Mod Manager
673f7c3ccca9a
I assume that already installed mods will need to uninstalled and reinstalled via the mod manager?

673f7c3cccb80bluemess

Re: Re: SS2 Blue Mod Manager
673f7c3cccbd1
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 »

673f7c3cccc7aZanderat

Re: Re: SS2 Blue Mod Manager
673f7c3ccccca
Thanks.

673f7c3ccd118Simplex

Re: Re: SS2 Blue Mod Manager
673f7c3ccd17b
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 »

673f7c3ccd23cbluemess

Re: Re: SS2 Blue Mod Manager
673f7c3ccd29a
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 »

673f7c3ccd39dSimplex

Re: Re: SS2 Blue Mod Manager
673f7c3ccd3eb
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?

673f7c3ccd628bluemess

Re: Re: SS2 Blue Mod Manager
673f7c3ccd688
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.

673f7c3ccd789Simplex

Re: Re: SS2 Blue Mod Manager
673f7c3ccd7df
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]".

673f7c3ccd905bluemess

Re: Re: SS2 Blue Mod Manager
673f7c3ccd95b
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
673f7c3ccda70
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.

673f7c3ccdaffbluemess

Re: Re: SS2 Blue Mod Manager
673f7c3ccdb4e
Sure, will be changed in next release.

673f7c3ccdbe3Borodin

Re: Re: SS2 Blue Mod Manager
673f7c3ccdc30
When I click the "Open mods folder", how do I select the mods from there?

673f7c3ccdce7Borodin

Re: Re: SS2 Blue Mod Manager
673f7c3ccdd3f
I have extracted the mod .zip files into folders inside DMM, but am stuck as how to proceed.

673f7c3ccddceBorodin

Re: Re: SS2 Blue Mod Manager
673f7c3ccde1b
Nevermind, I just found it basically imports them automatically.
Re: Re: SS2 Blue Mod Manager
673f7c3ccdf13
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).

673f7c3ccdfa3bluemess

Re: Re: SS2 Blue Mod Manager
673f7c3ccdff0
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 company that developed System Shock 2:
5 Guests are here.
read a book and draw some pictures, eat broccoli.
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
673f7c3ccebeb