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3. no, FMsel does not have a disable/pause all (mods) button, so such a button wouldn't be a bad thing to have in DMM (this is needed for Thief fan missions that are absolutely incompatible with any/all mods). NewDarkloader has it, but FMsel is what we officially support (and we probably don't want to fork it to ad the button there).
Ok, so the expectation is that either a) the user knows that an FM cannot stomach mods, will disable all of them in DMM, then start the mission via FMSel, or b) the user uses NewDarkloader which takes care of this automatically (?) or by some other means? Do FMs have a marker file somewhere for that, or do they simply provide a ReadMe that explicitly states that mods are not allowed? I would guess that the average FM player is at least somewhat smart enough to figure that out.
DIAG: looking for file 'gamesys.dml' in path '*.\DMM\obj_fixes_v13\' (40200)