Topic: SFC:OP Mod Chooser Tool  (Read 1778 times)

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Offline Strat

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SFC:OP Mod Chooser Tool
« on: July 06, 2004, 06:24:08 pm »
I'm reposting this thread becuase there were some problem people said they had, so here I address the issue and the fix for those that need it.

Installation Instructions:
1) You must uninstall all mods before installing this Mod Chooser. I really recommend you reinstall OP all together.
-- If you reinstall OP as suggested, be sure to update it to 2552 and enter the code before running the Mod Chooser for the first time.

2) Next you install the SFCOP Mod Chooser

3) You Run the SFCOP Mod Chooser (Start\Programs\SFCOP Mod Chooser\SFCOP Mod Chooser) - It will create a backup of all Taldren Files

4) Exit the SFCOP Mod Chooser

5) Install what ever Mod you want!

6) Run The SFC Mod Chooser and it will detect the Mod! You just need to follow the on screen instructions for the Mod Chooser to work with the Mod.

After you get the Mod Chooser installed, you can add a mod at any time. Simply run the Mod chooser immediatly after you install your Mod. The Mod Chooser can save up to 4 Mods.

Download here: SFCOP Mod Chooser 6.5
Download Link UPDATED 11/9/04

Any Questions post them here.

NOTE:

Some poeple reported getting an error:
Runtime 339- File Missing mscomctl.ocx ---- Or something to the like

Most people already have this file.  If not, it can be emailed to you.

FAQ's

1) Does it handle the Sound and Music files?
--- YES, it does scan to see if there is a new or modified SFCmusic.zip and SFCsounds.zip.  If they are different they will be saved as part of the New Mod, and changed when you switch Mods.

--- I used Chris's Origional TNG Mod to direct what more files it should change.  At the time I made it, his Mod OVERWROTE the Music and Sounds files, they would not change using his batch files.  However, Mod Chooser 6.5 WILL change those files out.  More-so, this tool will change out the mouse cursors as well.

2) Do you recomment reinstalling OP?
--- I DO recommend Re-installing OP when installing this tool.  Reason for tihs:

--- The Mod Chooser when run for the first time will save the current files as your default.  This is why you need to have no Mods installed. It will adapt itself to whatever files are already there as being the 'norm'.

--- Still though, install all patches, run OP, and input the code before running the Chooser for the first time.

3) Does it exchange Mission Scripts?
--- The Mod Chooser does NOT exchange mission Scripts.  I have yet to see a situation where they needed to be exchanged for anything to work.

4) How does the Mod Chooser Detect and Install New Mods?

--- The Mod Chooser will search to see if a new mod is installed everytime you open it.  It will look to see if the shiplist or ftrlist currently installed is the same size as one of the mods in its 'database'.  If not, it will ask you what you want to do. 

--- If you DID NOT install a new Mod, it will assume the files were damaged and revert all files to the 'Default' I spoke of earlier.

--- If you DID install a new mod, it will ask you where to put it, and what to name it, then it will scan various other files to see if they were modified as well.  If so, it will back them up in special directories. 

--- It does not back up all files so as to save Hard Drive space.

-Strat

« Last Edit: November 09, 2004, 01:07:26 pm by Strat »

Offline Tumulorum Fossor

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Re: SFC:OP Mod Chooser Tool
« Reply #1 on: November 08, 2004, 08:27:21 pm »
Strafer:

I just used the Mod Chooser for my (latest) SFCOP reinstall.

It's brilliant.  Very well done.

Currently I use it to hop from SFC to OP+3.4 to SFBOP4.  I anticipate using it for Chris Jones' much-heralded upcoming TNG-U@W mod.

However, the TNG-U@W mod modifies the MUSIC files as well as the typical files for SFC.  Will the SFCOP Mod Chooser6.5 be able to handle restoring/enabling the music changes?

Does the Mod Chooser flag simply incorporating a new mission script as a mod?  What causes the mod chooser to flag that SFCOP has been "modified"?

I know I asked you about this earlier, but I can't program.  (There, I said it.  I came clean. And I'm glad I did it. :) )  Any chance I could talk you into modfiying SFCOP Mod Chooser6.5 into allowing for more than 4 (plus the base SFCOP) mods?


Thanks again for a fine utility.  Everyone REALLY should give it a try.


-TF

Offline Dash Jones

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Re: SFC:OP Mod Chooser Tool
« Reply #2 on: November 09, 2004, 12:27:54 am »
I can't seem to d/l them currently.

When I can, if I have only a SFC:OP without anhy mods installed but with patches, would you suggest uninstalling and reinstalling OP?
"All hominins are hominids, but not all hominids are hominins."


"Is this a Christian perspective?

Now where in the Bible does it say if someone does something stupid you should shoot them in the face?"

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We have whale farms in Jersey.   They're called McDonald's.

There is no "I" in team. There are two "I"s in Vin Diesel. screw you, team.

Offline Strat

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Re: SFC:OP Mod Chooser Tool
« Reply #3 on: November 09, 2004, 12:52:24 pm »
I upadated the first post with some FAQ's.

Hope that helps!

-Strat
« Last Edit: November 09, 2004, 01:06:13 pm by Strat »

Offline Tumulorum Fossor

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Re: SFC:OP Mod Chooser Tool
« Reply #4 on: November 09, 2004, 02:02:48 pm »
Thanks Strat, the FAQ does indeed help!  (though it doesn't address the 4 mod limit ;) ... but I, for one, am NOT looking this gift horse in the mouth!


Can we sticky this thread?


-TF

Offline Dash Jones

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Re: SFC:OP Mod Chooser Tool
« Reply #5 on: November 09, 2004, 03:46:57 pm »
Thanks, that seems to have worked and it will d/l now it seems!
"All hominins are hominids, but not all hominids are hominins."


"Is this a Christian perspective?

Now where in the Bible does it say if someone does something stupid you should shoot them in the face?"

-------

We have whale farms in Jersey.   They're called McDonald's.

There is no "I" in team. There are two "I"s in Vin Diesel. screw you, team.