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@JML * Concerning read denied warnings: Do you just get a warning in the console or are there actual problems with the functionality? I'm just using basic wxWidgets file system functionality, reduced to the limited NTFS feature set of Wine. No changes at all since the project started, so no idea what I could do to fix.* Saved profiles not shown immediately: This is intended. However, the use button should have stayed disabled. Fixed* Cut-off deletion sentence: Probably one of a couple of million different things that can go wrong with string manipulation between operating systems.* Missing symbols: Wine issue with Unicode symbols and Windows BOM. I tried several ways to implement Unicode symbols, this is the only one that worked consistently on Windows. Shame about Wine.* Cut-off popup: Does the terminal tell you anything interesting when that happens? The deletion dialog is the same as any other standard dialog. Does this always happen with a certain mod folder, maybe containing invalid characters?* Drag and drop: Shame. The feature relies on certain refresh timings working correctly. Win only then. Thanks for the feedback!* Wording: Where exactly does it still say "Exit and start game" anymore? I thought I changed that everywhere.
* Concerning read denied warnings
Cut-off popup:
* Wording:
You may hate me for pointing this out so late, but I don't think Dark Mod Manager is a good name for a new tool to be used by the Thief community. They already have the well-established Dark Mod. It's been around for over a decade (it won PCGamer's Mod of the Year in 2012), it's still popular, and it's still actively updated.https://www.thedarkmod.com/main/Introducing something called Dark Mod Manager that has nothing to do with the established Dark Mod could be, quite obviously, confusing and problematic. It's also possible some of the developers of the Dark Mod may, somewhat understandably, take offense.Sorry, I hadn't taken the time to read all the comments in this thread since before you gave it a name.
Feathers were ruffled (see TTLG thread), so added an "engine" to the title. Exe and stuff stays the same.
What a bunch of princesses.
.\DMM\CANDLES+.\DMM\NecroAge
.\DMM\CANDLES\Thief1+.\DMM\CANDLES+.\DMM\NecroAge\Thief1+.\DMM\NecroAge
Psi7:"Remote Electron Tampering\n\nPrevents cameras from activating the alarm when destroyed.\n\nDuration: 5 seconds + 5 seconds per PSI"
I think the engine would have to support this, so probably a no go.
BuyText0:"These buttons select which Tier of psionic disciplines you wish to purchase."BuyText2:"This shows how many cyber modules you have available to spend."BuyText3:"These buttons navigate between various character MFDs."AmpText0:"These buttons switch between the different Tiers of psionic disciplines."Psi0:"First Tier Neural Capacity\n\nThis is required for First Tier psionic disciplines. It increases your maximum psi points by 2. All First Tier disciplines cost 1 psi point per use."Psi1:"Psycho-Reflective Screen\n\nProtects you from 20% of all combat damage.\n\nDuration: 20 seconds + 30 seconds per PSI"Psi2:"Neuro-Reflex Dampening\n\nEliminates all weapon kickback.\n\nDuration: 1 minute + 20 seconds per PSI"Psi3:"Kinetic Redirection\n\nPulls an object toward you.\n\nDuration: 1 second per PSI"Psi4:"Psychogenic Endurance\n\nIncreases your Endurance by 2.\n\nDuration: 1 minute + 1 minute per PSI"Psi5:"Psychogenic Cyber-Affinity\n\nIncreases your Cybernetic Affinity by 2.\n\nDuration: 30 seconds + 30 seconds per PSI"Psi6:"Projected Cryokinesis\n\nLaunches a heat-draining projectile, equally effective against robotic and non-robotic targets. Higher PSI increases damage."Psi7:"Remote Electron Tampering\n\nMakes active alarms time out faster.\n\nTime reduction: 5 seconds + 5 seconds per PSI"Psi8:"Second Tier Neural Capacity\n\nThis is required for Second Tier psionic disciplines. It increases your maximum psi points by 4. All Second Tier disciplines cost 2 psi points per use."Psi9:"Anti-Entropic Field\n\nWhile active, ranged weapons will not degrade and cannot break.\n\nDuration: 20 seconds + 20 seconds per PSI"Psi10:"Adrenaline Overproduction\n\nIncreases base damage of hand-to-hand weapons by 1 per PSI.\n\nDuration: 20 seconds per PSI"Psi11:"Neural Decontamination\n\nClears radiation and shields you from 80% of further absorption.\n\nDuration: 10 seconds + 5 seconds per PSI"Psi12:"Cerebro-Stimulated Regeneration\n\nRegenerates lost hit points.\n\nAmount healed: 1 hit point per PSI"Psi13:"Psychogenic Strength\n\nIncreases your Strength by 2.\n\nDuration: 1 minute + 1 minute per PSI"Psi14:"Recursive Psionic Amplification\n\nIncreases your Psionic Ability by 3. Psi point costs are doubled while active.\n\nDuration: 10 seconds + 10 seconds per PSI"Psi15:"Localized Pyrokinesis\n\nDamages all creatures within a certain radius.\n\nDuration: 5 seconds + 5 seconds per PSI"Psi16:"Third Tier Neural Capacity\n\nThis is required for Third Tier psionic disciplines. It increases your maximum psi points by 6. All Third Tier disciplines cost 3 psi points per use."Psi17:"Molecular Duplication\n\nUse some nanites to duplicate one ammo clip or hypo.\n\nChance of success: 40% + 10% per PSI"Psi18:"Electron Cascade\n\nRecharges a single item or weapon by 20% per point of PSI, up to the maximum allowed by your Maintenance skill."Psi19:"Energy Reflection\n\nProvides 50% immunity to all energy-based damage sources.\n\nDuration: 20 seconds per PSI"Psi20:"Instantaneous Quantum Relocation\n\nSets teleport marker at your current position (no psi cost), then when used again teleports you to the marker. Hit Alt-T to clear marker."Psi21:"Remote Pattern Detection\n\nShows the location of many useful items, including nanites, ammo, hypos, implants, and audio logs.\n\nDuration: 2 minutes per PSI"Psi22:"Projected Pyrokinesis\n\nLaunches a fiery projectile, most effective against non-robotic targets. Higher PSI increases damage."Psi23:"Psychogenic Agility\n\nIncreases your Agility by 2.\n\nDuration: 1 minute + 1 minute per PSI"Psi24:"Fourth Tier Neural Capacity\n\nThis is required for Fourth Tier psionic disciplines. It increases your maximum psi points by 8. All Fourth Tier disciplines cost 4 psi points per use."Psi25:"External Psionic Detonation\n\nDrops a psionic proximity mine. Does half damage to robots, and double damage to psionically sensitive creatures. Higher PSI increases damage.\nDuration: 4 minutes"Psi26:"Enhanced Motion Sensitivity\n\nShows the location of all nearby hostiles.\n\nDuration: 1 minute per PSI"Psi27:"Neural Toxin-Blocker\n\nClears toxins and shields you from 100% of further absorption.\n\nDuration: 10 seconds + 5 seconds per PSI"Psi28:"Psionic Hypnogenesis\n\nCauses a non-robotic target to become docile and stand still.\n\nDuration: 10 seconds per PSI, or until damaged by a human"Psi29:"Molecular Transmutation\n\nTurns ammunition and hypos into nanites."Psi30:"Metacreative Barrier\n\nCreates a wall of psionic force directly in front of you.\n\nWall's hit points: 150 + 50 per PSI over 5\nDuration: 4 minutes"Psi31:"Cerebro-Energetic Extension\n\nTurns your Psi Amp into a powerful melee weapon.\n\nDuration: 10 seconds per PSI"Psi32:"Fifth Tier Neural Capacity\n\nThis is required for Fifth Tier psionic disciplines. It increases your maximum psi points by 10. All Fifth Tier disciplines cost 5 psi points per use."Psi33:"Advanced Cerebro-Stimulated Regeneration\n\nRegenerates lost hit points.\n\nAmount healed: 3 hit points per PSI"Psi34:"Soma Transference\n\nDrains target non-robotic creature of hit points, and adds those hit points to your total."Psi35:"Electron Suppression\n\nImmobilizes any robotic target.\n\nDuration: 5 seconds per PSI"Psi36:"Imposed Neural Restructuring\n\nCauses a non-robotic target to become hostile to all non-human creatures.\n\nDuration: 10 seconds per PSI, or until damaged by a human"Psi37:"Remote Circuitry Manipulation\n\nAllows you to hack psionically, ignoring skill requirements. Uses half your PSI (rounded up) in place of both Hacking skill and Cyber-Affinity, and costs psi points instead of nanites."Psi38:"Photonic Redirection\n\nRenders you invisible to all creatures. Firing a weapon will end the effect.\n\nDuration: 4 seconds per PSI"Psi39:"Psycho-Reflective Aura\n\nProtects you from 60% of all combat damage.\n\nDuration: 10 seconds + 20 seconds per PSI"PsiShort0:"This is a bug"PsiShort1:"Psi Shield"PsiShort2:"Reflex"PsiShort3:"Psi Pull"PsiShort4:"Endurance"PsiShort5:"Cyber Affin."PsiShort6:"Cryokinesis"PsiShort7:"Stop Alarm"PsiShort8:"This is a bug"PsiShort9:"Anti-Entropy"PsiShort10:"Adrenaline"PsiShort11:"Rad Shield"PsiShort12:"Regenerate"PsiShort13:"Strength"PsiShort14:"Recursive Psi"PsiShort15:"Pyro Field"PsiShort16:"This is a bug"PsiShort17:"Duplicate"PsiShort18:"Recharge"PsiShort19:"Reflect"PsiShort20:"Teleport"PsiShort21:"Detect Items"PsiShort22:"Pyrokinesis"PsiShort23:"Agility"PsiShort24:"This is a bug"PsiShort25:"Prox. Mine"PsiShort26:"Sense Motion"PsiShort27:"Toxin Sheld"PsiShort28:"Hypnosis"PsiShort29:"Transmute"PsiShort30:"Barrier"PsiShort31:"Psi Sword"PsiShort32:"This is a bug"PsiShort33:"Adv. Regen"PsiShort34:"Transfer HP"PsiShort35:"Suppression"PsiShort36:"Restructure"PsiShort37:"Psi Hack"PsiShort38:"Invisibility"PsiShort39:"Psi Shield+"PsiIcon0:"picn00"PsiIcon1:"picn01"PsiIcon2:"picn02"PsiIcon3:"picn04"PsiIcon4:"picn05"PsiIcon5:"picn06"PsiIcon6:"picn07"PsiIcon7:"picn21"PsiIcon8:"picn08"PsiIcon9:"picn03"PsiIcon10:"picn22"PsiIcon11:"picn10"PsiIcon12:"picn11"PsiIcon13:"picn12"PsiIcon14:"picn13"PsiIcon15:"picn15"PsiIcon16:"picn16"PsiIcon17:"picn09"PsiIcon18:"picn14"PsiIcon19:"picn17"PsiIcon20:"picn18"PsiIcon21:"picn19"PsiIcon22:"picn20"PsiIcon23:"picn23"PsiIcon24:"picn24"PsiIcon25:"picn25"PsiIcon26:"picn26"PsiIcon27:"picn27"PsiIcon28:"picn28"PsiIcon29:"picn29"PsiIcon30:"picn30"PsiIcon31:"picn31"PsiIcon32:"picn32"PsiIcon33:"picn33"PsiIcon34:"picn34"PsiIcon35:"picn35"PsiIcon36:"picn36"PsiIcon37:"picn37"PsiIcon38:"picn38"PsiIcon39:"picn39"
BuyText0:"These buttons select which Tier of psionic disciplines you wish to purchase."BuyText2:"This shows how many cyber modules you have available to spend."BuyText3:"These buttons navigate between various character MFDs."AmpText0:"These buttons switch between the different Tiers of psionic disciplines."Psi0:"First Tier Neural Capacity\n\nThis is required for First Tier psionic disciplines. It increases your maximum psi points by 2. All First Tier disciplines cost 1 psi point per use."Psi1:"Psycho-Reflective Screen\n\nProtects you from 15% of all combat damage.\n\nDuration: 20 seconds + 30 seconds per PSI"Psi2:"Neuro-Reflex Dampening\n\nEliminates all weapon kickback.\n\nDuration: 1 minute + 20 seconds per PSI"Psi3:"Kinetic Redirection\n\nPulls an object toward you.\n\nDuration: 1 second per PSI"Psi4:"Psychogenic Agility\n\nIncreases your Agility by 2.\n\nDuration: 2 minutes + 1 minute per PSI"Psi5:"Psychogenic Cyber-Affinity\n\nIncreases your Cybernetic Affinity by 2.\n\nDuration: 2 minutes + 1 minute per PSI"Psi6:"Projected Cryokinesis\n\nLaunches a heat-draining projectile, equally effective against robotic and non-robotic targets. Higher PSI increases damage."Psi7:"Remote Electron Tampering\n\nPrevents cameras from activating the alarm when destroyed.\n\nDuration: 5 seconds + 5 seconds per PSI"Psi8:"Second Tier Neural Capacity\n\nThis is required for Second Tier psionic disciplines. It increases your maximum psi points by 4. All Second Tier disciplines cost 2 psi points per use."Psi9:"Anti-Entropic Field\n\nWhile active, ranged weapons will not degrade and cannot break.\n\nDuration: 10 seconds + 20 seconds per PSI"Psi10:"Adrenaline Overproduction\n\nIncreases hand-to-hand damage by a factor equal to PSI.\n\nDuration: 10 seconds per PSI"Psi11:"Neural Decontamination\n\nShields you from 80% of radiation damage.\n\nDuration: 10 seconds + 5 seconds per PSI"Psi12:"Cerebro-Stimulated Regeneration\n\nRegenerates lost hit points.\n\nAmount healed: 2 hit points per PSI"Psi13:"Psychogenic Strength\n\nIncreases your Strength by 2.\n\nDuration: 2 minutes + 1 minute per PSI"Psi14:"Recursive Psionic Amplification\n\nIncreases your Psionic Ability by 2. Psi point costs are doubled while active.\n\nDuration: 10 seconds + 10 seconds per PSI"Psi15:"Localized Pyrokinesis\n\nDamages all creatures within a certain radius. Higher PSI increases damage.\n\nDuration: 15 seconds + 8 seconds per PSI"Psi16:"Third Tier Neural Capacity\n\nThis is required for Third Tier psionic disciplines. It increases your maximum psi points by 6. All Third Tier disciplines cost 3 psi points per use."Psi17:"Molecular Duplication\n\nUse some nanites to duplicate one ammo clip or hypo.\n\nChance of success: 30% + 10% per PSI"Psi18:"Electron Cascade\n\nRecharges a single item or weapon by 20% per point of PSI, up to the maximum allowed by your Maintenance skill."Psi19:"Energy Reflection\n\nProvides 50% immunity to all energy-based damage sources.\n\nDuration: 20 seconds per PSI"Psi20:"Neural Toxin-Blocker\n\nShields you from 100% of toxin absorption.\n\nDuration: 10 seconds + 5 seconds per PSI"Psi21:"Enhanced Motion Sensitivity\n\nShows the location of all nearby creatures.\n\nDuration: 30 seconds per PSI"Psi22:"Projected Pyrokinesis\n\nLaunches a fiery projectile, most effective against non-robotic targets. Higher PSI increases damage."Psi23:"Psionic Hypnogenesis\n\nCauses a non-robotic target to become docile and stand still.\n\nDuration: 20 seconds per PSI, or until damaged by a human"Psi24:"Fourth Tier Neural Capacity\n\nThis is required for Fourth Tier psionic disciplines. It increases your maximum psi points by 8. All Fourth Tier disciplines cost 4 psi points per use."Psi25:"Photonic Redirection\n\nRenders you invisible to all creatures. Firing a weapon will end the effect.\n\nDuration: 5 seconds + 5 seconds per PSI"Psi26:"Remote Pattern Detection\n\nShows the location of many useful items, including nanites, ammo, hypos, implants, and audio logs.\n\nDuration: 1 minute per PSI"Psi27:"Electron Suppression\n\nImmobilizes any robotic target.\n\nDuration: 3 seconds per PSI"Psi28:"Psychogenic Endurance\n\nIncreases your Endurance by 2.\n\nDuration: 2 minutes + 1 minute per PSI"Psi29:"Molecular Transmutation\n\nTurns ammunition and hypos into nanites."Psi30:"Remote Circuitry Manipulation\n\nAllows you to hack psionically. Uses half your Psionic Ability (rounded up) in place of both Hacking skill and Cyber-Affinity, and costs psi points instead of nanites."Psi31:"Cerebro-Energetic Extension\n\nTurns your Psi Amp into a powerful melee weapon.\n\nDuration: 10 seconds per PSI"Psi32:"Fifth Tier Neural Capacity\n\nThis is required for Fifth Tier psionic disciplines. It increases your maximum psi points by 10. All Fifth Tier disciplines cost 5 psi points per use."Psi33:"Advanced Cerebro-Stimulated Regeneration\n\nRegenerates lost hit points.\n\nAmount healed: 5 hit points + 5 hit points per PSI"Psi34:"Soma Transference\n\nDrains target non-robotic creature of hit points, and adds those hit points to your total."Psi35:"Instantaneous Quantum Relocation\n\nSets teleport marker at your current position, then when used again teleports you to the marked location. Hit Alt-T to clear marker."Psi36:"Imposed Neural Restructuring\n\nCauses a non-robotic target to become hostile to all non-human creatures.\n\nDuration: 10 seconds per PSI, or until damaged by a human"Psi37:"Metacreative Barrier\n\nCreates a wall of psionic force directly in front of you.\n\nWall's hit points: 150 + 50 per PSI over 5\nDuration: 4 minutes"Psi38:"External Psionic Detonation\n\nDrops a psionic proximity mine. Does no damage to robots, and double damage to psionically sensitive creatures.\n\nDuration: 4 minutes"Psi39:"Psycho-Reflective Aura\n\nProtects you from 60% of all combat damage.\n\nDuration: 10 seconds + 20 seconds per PSI"PsiShort0:"This is a bug"PsiShort1:"Psi Shield"PsiShort2:"Reflex"PsiShort3:"Psi Pull"PsiShort4:"Agility"PsiShort5:"Cyber Affin."PsiShort6:"Cryokinesis"PsiShort7:"Stop Alarm"PsiShort8:"This is a bug"PsiShort9:"Anti-Entropy"PsiShort10:"Adrenaline"PsiShort11:"Rad Shield"PsiShort12:"Regenerate"PsiShort13:"Strength"PsiShort14:"Recursive Psi"PsiShort15:"Pyro Field"PsiShort16:"This is a bug"PsiShort17:"Duplicate"PsiShort18:"Recharge"PsiShort19:"Reflect"PsiShort20:"Toxin Sheld"PsiShort21:"Sense Motion"PsiShort22:"Pyrokinesis"PsiShort23:"Hypnosis"PsiShort24:"This is a bug"PsiShort25:"Invisibility"PsiShort26:"Detect Items"PsiShort27:"Suppression"PsiShort28:"Endurance"PsiShort29:"Transmute"PsiShort30:"Psi Hack"PsiShort31:"Psi Sword"PsiShort32:"This is a bug"PsiShort33:"Adv. Regen"PsiShort34:"Transfer HP"PsiShort35:"Teleport"PsiShort36:"Restructure"PsiShort37:"Barrier"PsiShort38:"Prox. Mine"PsiShort39:"Psi Shield+"PsiIcon0:"picn00"PsiIcon1:"picn01"PsiIcon2:"picn02"PsiIcon3:"picn04"PsiIcon4:"picn05"PsiIcon5:"picn06"PsiIcon6:"picn07"PsiIcon7:"picn21"PsiIcon8:"picn08"PsiIcon9:"picn03"PsiIcon10:"picn22"PsiIcon11:"picn10"PsiIcon12:"picn11"PsiIcon13:"picn12"PsiIcon14:"picn13"PsiIcon15:"picn15"PsiIcon16:"picn16"PsiIcon17:"picn09"PsiIcon18:"picn14"PsiIcon19:"picn17"PsiIcon20:"picn18"PsiIcon21:"picn19"PsiIcon22:"picn20"PsiIcon23:"picn23"PsiIcon24:"picn24"PsiIcon25:"picn25"PsiIcon26:"picn26"PsiIcon27:"picn27"PsiIcon28:"picn28"PsiIcon29:"picn29"PsiIcon30:"picn30"PsiIcon31:"picn31"PsiIcon32:"picn32"PsiIcon33:"picn33"PsiIcon34:"picn34"PsiIcon35:"picn35"PsiIcon36:"picn36"PsiIcon37:"picn37"PsiIcon38:"picn38"PsiIcon39:"picn39"
1. @ZylonBane dbmods folder - is that a "proper" SS2 mod folder or something that Brain's original manager used?
// There's a third way for loading specific mission dbmods. If there is a directory named "dbmods\<mission>"// in any path from which dbmods can be loaded, then it will load all dml files in that directory, regardless// of their name. So for example if the game is loading the mission "miss1.mis", then it will load all dml files// in directories named "dbmods\miss1.mis\". There's also a "dbmods\miss_all\" that applies to all missions.// Note that it will not load the FM/base dir first for these, all paths will be processed in regular order// (still with the highest priority dir loaded last). For that it might be safer to avoid including a dbmods// mission dir in an FM. See info about the "dbmods" directory in "Gamesys dbmods" below, for details on file// order etc..// To apply a dbmod to gamesys, it follows similar convention as for mission files. Append .dml extension,// for example "dark.gam.dml", or to apply it to all gamesys files call it "gamesys.dml".//// The location and loading rules are the same as for missions, described above. There is however one// additional option for applying gamesys mods. Gamesys dml files may also be placed in a "dbmods" sub-dir// in any dir that's in in resname_base or mod_path. All "dbmods" directories will be loaded (or rather all// *.dml files in them) in expected order, so that the highest priority dir is loaded last for the final// say. All dml files in one dir are loaded in alphabetical/sorted order, that ensures a consistent order// each time and also allows you to affect the order by simply renaming the files (in case there are some// small conflicts between mods that can be resolved by changing the order). Any sub-directories contained// inside a "dbmods" directory will be ignored (for gamesys patches).//// The "dbmods" directories are processed after all the regular dml files are processed.//// Example:// <base dir>/gamesys.dml// mymods/dbmods/tougherAI.dml// mymods/dbmods/weakerWeapons.dml// modA/dbmods/cheaperLoot.dml// modA/dbmods/tougherAI.dml//// The mod_path is "mymods+modA".//// The loaded order will be:// <base dir>/gamesys.dml// modA/dbmods/cheaperLoot.dml// modA/dbmods/tougherAI.dml// mymods/dbmods/tougherAI.dml// mymods/dbmods/weakerWeapons.dml
2. I think there was a change request about the "Launch game" feature once, can't remember where... exiting also performs some cleanup operations for free.