Nexus Skirmisher
Nexus - The Jupiter Incident => General Discussion => Topic started by: Arparso on January 27, 2011, 20:31:49
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In preparation for the Freespace mod release, I've been cooking up a new launcher tool for Nexus. The goal is for tighter mod integration with latest news feeds, links to mods' homepages, etc.
Download Nexus Launcher (Beta) (http://arparso.de/nexus/forum/index.php?action=dlattach;topic=169.0;attach=200)
(http://arparso.de/nexus/images/launcher.jpg)
Capabilities:
- start vanilla Nexus (single/multiplayer) or any installed mod
- displays RSS news feeds for supported mods (*)
- allows setting graphics options, including resolutions and windowed/fullscreen modes
Planned stuff that's missing in this beta:
- welcome page with some content...
- working uninstall button
- setting texture detail doesn't work yet
- (skippable) automatic intro movie playback for mods (*)
- displaying extended infos about the selected mod (*)
Requirements
- working Nexus installation, obviously
- Microsoft .NET Framework 4 (Client Profile) (http://www.microsoft.com/downloads/en/details.aspx?displaylang=en&FamilyID=5765d7a8-7722-4888-a970-ac39b33fd8ab)
(*) - in order for these features to work, the mod needs either his own "modinfo.xml" in the mod's base folder or needs to have his information already included in the launcher
modinfo.xml?
This file includes some basic information about your mod: name, version, author, website, intro movie and an RSS news feed can be specified right now. You just have to place the file in mod folder and the launcher will pick it up. I'll give an example of such a file:
<?xml version="1.0" encoding="utf-8"?>
<mod xmlns="http://arparso.de/nexus">
<name>Battlestar Galactica</name>
<version>beta 4.1</version>
<author>Nexus BSG modding group</author>
<web>http://www.moddb.com/mods/nexus-battlestar-galactica/downloads/nexus-battlestar-galactica-beta-41</web>
<rss>http://rss.moddb.com/mods/nexus-battlestar-galactica/news/feed/rss.xml</rss>
<intro>intro.wmv</intro>
</mod>
Hopefully that's rather self explanatory. As for the RSS feed: currently only the moddb-news-feed is properly supported... I can't guarantee for other feed formats to work as expected.
Regarding the intro playback: it's not included yet, but it's planned to play the intro movie specified in the modinfo.xml when launching the game with your mod. There'll also be a checkbox "Skip intro" so you're not forced to watch it every time. I didn't really find a way to make Nexus play an intro movie upon startup, so that's the reason behind this feature... its a bit boring to just be thrown into a mission-selection menu, when you start a new mod, isn't it?
Feedback and suggestions welcome
Am I missing something vitally important? Does the launcher not work for you? I'd like to hear all of that, so please try the tool and send some feedback my way ;)
If you want me to already include your modinfo.xml in the launcher - possibly also for older versions of your mod, so they'll get the news feed treatment as well - feel free to post the file(s) here along with the actual folder name of your mod.
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Firstly, great idea. Secondly, great tool. 8) Only thing witch is a little anoying is opening of the original nexus launcher after quitting Nexus.
Also, thanks to this tool is fullscreen mod finally working properly for me.
Two ideas. One, welcoming page containing news about all mods that will participate or at least news about all installed mods using modinfo.xml. Two, somehow add AA to the config if possible.
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Wow... this certainly came out of nowhere....
Anyway, excellent! This is so awesome!
I wanted to point out the same things that Dreamor posted about, plus, our mod's modinfo.xml, as well as B5's one.
Folder names:
Stargate mod: Well... this is embarrasing. I actually don't have it in my drive... And my blasted internet won't let me download big stuff withouth freezing in the middle... But it should be Stargate Mod War Begins Beta 10
B5 mod: B5 Conflicts of Loyalty 2 PB v6
if you would be so kind as to add them to your exe for now, at least until our following release.
Also, I'd like to report a bug: If there's no internet connection, the program will freeze and crash after a few seconds.
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Thanks for the feedback, guys :)
Original Nexus launcher starting after the game ends:
Will look into it, although there's not that much to do about it. I could keep my own launcher running in the background and looking for the nexus.exe process to come up and then kill it right away. Seems a bit messy, though.
Welcome page:
Good ideas to present a mod overview or the last news for these mods or something like that. Might look into it, although I'll still need some fallback solution for if the user hasn't got installed any modinfo-enhanced mods or if there's no internet access available
Adding AA to the config:
Not gonna happen, sorry. The game doesn't offer this feature, so it'd need to be activated through the graphics driver... and I'm not gonna mess with drivers (too many variants of those around with no consistent way to enable AA). If you want AA in Nexus, you'll have to enable it for yourself in your driver.
Crash when there's no internet connection:
Yeah, forgot to uncomment a few lines of code ... shouldn't happen in the final version ;)
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This is really fantastic, Arparso! I'll try to come up with any critiques later on :)
We'll add the modinfo.xml to Nexus BSG in our next release, so you don't have to clutter up your code with our info once it's out :D
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We'll add the modinfo.xml to Nexus BSG in our next release, so you don't have to clutter up your code with our info once it's out :D
Nah, it wouldn't clutter up the code... I'd just include the provided xml as a fallback option, if no modinfo.xml could be found. The beta version downloadable here already includes a few sample xmls, which should have appeared here: ;)
%LOCALAPPDATA%\Arparso\Nexus Launcher\defaults
(copy-paste to windows explorer and open path)
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Oh, nice :)
I have found one issue so far - doesn't work if you bought Nexus through Steam. Says that Steam cannot be found.
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I have found one issue so far - doesn't work if you bought Nexus through Steam. Says that Steam cannot be found.
You mean when clicking "Play"? Damn, I'll have to look into that...
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Yeah, as soon as I click play. Shuts down the launcher tries to launch Nexus and a Application error pops up with "Failed to find Steam" :(
Strange, considering it found the game, config options and all of that. Nice little package though, can't wait until it's all working :D
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Frakking Steam... yeah, the Nexus executables are most likely somehow protected to only be launchable from Steam - starting nexus_dx9.exe directly doesn't work there.
Using "steam.exe -applaunch 6420" should work, though, I just gotta add some code to distinguish between "normal" Nexus versions and the Steam version.
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Doh! Bloody Steam and its DRM...
Of course, using "steam.exe -applaunch 6420" starts up the default Nexus launcher... so my launcher replacement launches the old launcher forcing you to select the desired mod yet AGAIN. >:(
Luckily there's a workaround: whoever implemented this DRM for Nexus, did so in a "moddable" way - Steam doesn't launch Nexus directly, but rather the "runme.exe" in the Nexus folder. This app probably deals with the whole DRM stuff and then launches whatever executable is written in plain text format in "runme.dat". Per default, that's "nexus.exe" - changing it to "nexus_DX9.exe" completely bypasses the default launcher and directly starts the game.
Now my launcher has to automate that file manipulation, too... and if Steam is installed in a protected "Program Files" folder, it even needs administrative rights to edit runme.dat. Even worse: the user will be unable to bring up the default launcher again (e.g. through Steam), so in order to change mods he HAS to use my custom launcher or revert the changes to "runme.dat".
"Steam... making simple stuff complicated." :o
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"Steam is an evil." (bad thing based on a good idea)
I've encountered another problem recently. Sometimes, drop down menu is not working after playing Nexus.
Also, another two ideas. Button for launching skirmisher and not quitting launcher after clicking play.
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Bah, I love Steam :)
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Slightly updated version ready to go... ;)
Download Nexus Launcher (Beta) (http://arparso.de/nexus/forum/index.php?action=dlattach;topic=169.0;attach=47)
Changes:
- FIX: launcher crashed without active internet connection
- FIX: couldn't launch Steam version due to DRM issues
- FIX: texture quality setting wasn't saved
- ADDED: setting to keep the launcher running after starting the game
- ADDED: setting to skip a mod's intro (only if the mod actually has an intro)
- ADDED: experimental intro playback function (if a mod specified an intro movie in modinfo.xml, it'll be played back fullscreen before starting the game)
- ADDED: optional fix to avoid Steam starting the default launcher (can be enabled/disabled on the configuration screen)
Would love to hear some feedback, if the Steam "fix" is working properly for you. Also a few notes regarding the intro functionality and how it's meant to be used:
You can place a video file in your mod folder and store the relative path to the file in your modinfo.xml like this:
<?xml version="1.0" encoding="utf-8"?>
<mod xmlns="http://arparso.de/nexus">
<name>Freespace: Evolution</name>
<version>1.0</version>
<author>Arparso</author>
<web>http://www.moddb.com/mods/freespace-evolution</web>
<rss>http://rss.moddb.com/mods/freespace-evolution/news/feed/rss.xml</rss>
<intro>movies\intro.wmv</intro>
</mod>
Theoretically you can use any video file format, size or whatever... if Windows Media Player can open and play your video, then so can the launcher. You have to keep in mind, however, that not everybody will have the same codecs installed as you do - the Xvid-formatted intro might work fine on your machine, but other people without the proper codec will run into problems there. I'd suggest sticking to formats you'd be able to playback on a fresh WinXP install. WMV9 should be fine, I guess... didn't do too much testing, though, so I'd strongly suggest testing it for yourself.
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Although I'll not be releasing the launcher till some time after the Freespace mod launch, I'd like to inform you about another new feature ahead of time, so you can incorporate the appropriate support into your mods, if you wish to do so:
(bear with me, this is a rather long post, but I really wanted to give more detailled explanations so you fully understand what to expect of it)
Mod-Update Feature
The launcher will be able to detect outdated versions of your mods and direct the player to a website of your choice, so he can quickly find the correct download.
What's required to make this work for your mod:
- create an XML-file with all the information required by the update feature and place it somewhere on a web server (details see below)
- add a new element to the modinfo.xml you're deploying with your mod, so the launcher is able to find your XML file
Here is an example of a modinfo.xml with the new <updateInfo>-tag:
<?xml version="1.0" encoding="utf-8"?>
<mod xmlns="http://arparso.de/nexus">
<name>Freespace: Evolution</name>
<version>1.0</version>
<author>Arparso</author>
<web>http://www.moddb.com/mods/freespace-evolution</web>
<rss>http://rss.moddb.com/mods/freespace-evolution/news/feed/rss.xml</rss>
<intro>movies\intro.wmv</intro>
<updateInfo>http://arparso.de/nexus/freespace/updateInfo.xml</updateInfo>
</mod>
What needs to be put into the new XML-file:
Let's start off with a complete example:
<?xml version="1.0" encoding="utf-8"?>
<updateInfo xmlns="http://arparso.de/nexus">
<name>Freespace: Evolution</name>
<legacyName>Freespace Mod</legacyName>
<mostRecentVersion>1.5</mostRecentVersion>
<overrideWeb>http://arparso.de/nexus/freespace</overrideWeb>
<overrideRss>http://arparso.de/nexus/freespace/news.rss</overrideRss>
<update from="*" link="http://arparso.de/nexus/freespace/fse_setup15.exe"/>
<update from="1.0" to="1.2" link="http://arparso.de/nexus/freespace/fse_update10to12.exe"/>
<update from="0.8 | 0.9" to="1.0" link="http://arparso.de/nexus/freespace/fse_update0xto10.exe"/>
</updateInfo>
There are a lot of optional elements shown here, which can be omitted in many cases. The minimum required update info consists of the <name> and <mostRecentVersion> elements, like so:
<?xml version="1.0" encoding="utf-8"?>
<updateInfo xmlns="http://arparso.de/nexus">
<name>Freespace: Evolution</name>
<mostRecentVersion>1.5</mostRecentVersion>
</updateInfo>
Now for a element-by-element description:
name: (required)
- the mod's name; MUST match the name specified in the modinfo.xml or else the update feature will be disabled (for exceptions see <legacyName>)
legacyName:
- if you mod was named differently in the past, you can add the older names with <legacyName> elements
- you can have multiple <legacyName> elements, if you've went through a couple of name changes
- this way different versions of your mod with different names can all use the same updater XML file
mostRecentVersion: (required)
- the version name of the most recent version of your mod
- relates to the <version> element of the modinfo.xml
- can be any number or text string or whatever... no specific versioning format is enforced
- if the <version> element of the installed mod differs from <mostRecentVersion>, then the launcher assumes the need to update
The last fact is important: no versioning format is enforced, nor is it analyzed - if <version> and <mostRecentVersion> differ, an update notification WILL be displayed. If <version> is "1.0" and <mostRecentVersion> is "0.9" (e.g. because you forgot to update your XML), the launcher will still notify the player of an update, although the version numbers seem to imply otherwise.
The benefit here is, that you can use any kind of versioning format: incremental build numbers, release dates or fancy names like "Aurora release" or whatever.
Also note, that you can have side-by-side installations of different versions of the same mod without the launcher annoyingly telling you to update: as long as you have the most recent version already installed, it won't display update notifications for the mod's older versions.
update:
This element has no content, but three attributes, and can be included multiple times for different downloads:
link
- contains the actual information about where to find the download
- "link" should contain a valid URL to either a webpage or the actual download
- the launcher will offer to open "link" in the default web browser
- optional: if no "link" is given, the contents of the <web> element in modinfo.xml will be used instead
from
- if this update should only be applied to a specific group of versions, then specify these versions in the from-attribute
- can contain a single version matching the <version> element of the modinfo.xml
- can also contain a whole group of versions, seperated by a vertical line: | (bitwise OR-operator in most programming languages)
- can also contain an asterisk, *, meaning that this download is meant for ALL versions (except for those, that already have their own <update> element)
- optional: if no "from" attribute is specified, it is assumed to contain an asterisk as default value
to
- if you're offering incremental updates, that don't immediately update to the most recent version, you can specify this with the "to" attribute
- can contain a single version matching the <version> that this download updates the mod to
- optional: if no "to" attribute is specified, it is assumed to contain the <mostRecentVersion> as default value
If you don't include ANY <update> element, the player will be instructed to go to the <web> address in his mod's modinfo.xml to get the new version (equivalent to a default <update> element with no from, to or link attributes specified).
Additionally, the launcher will probably also try to find an upgrade path to the most recent version, if you're using incremental updates. E.g. if there is no update from 1.0 to 1.2, but you have an update from 1.0 to 1.1 and from 1.1 to 1.2, then the launcher should be able to detect this upgrade path to 1.2 and display both download links.
overrideWeb, overrideRss:
- normally, if you've moved your mod's homepage to a different address, you'd need to update the already deployed modinfo.xml for all your players, because the <web> and <rss> addresses might have become invalid
- using <overrideWeb> and <overrideRss>, however, lets you override the elements in modinfo.xml and specify the new URLs
- optional: you can specify the versions you want this override to apply to in an optional "for" attribute, just like with the "from" attribute in the <update> element
- you can have multiple <overrideWeb> or <overrideRss> elements for different versions
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THIS IS NOT CURRENTLY IMPLEMENTED IN THE LAST BETA, so don't expect this to work with it. I'm releasing this feature description, so you can plan ahead and prepare your mod to utilize this feature.
If you don't have your own webspace to park your XML file containing the update info, I may be able to host it for you. Just send me a message and we'll work something out.
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That's bloody fantastic, Arparso! I'll make sure we're ready when this rolls out :)
The steam fix works for me, but it looks like it has that issue you mentioned before, where it still opens the original launcher.
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The steam fix works for me, but it looks like it has that issue you mentioned before, where it still opens the original launcher.
Did you actually apply the "Steam fix" (found under "configuration")? This should take care of the issue.
Downside is, that you won't be able to start the standard Nexus launcher through Steam again (unless you "undo" the fix, also found on the configuration page).
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Yeah I applied the fix. If I choose to close the launcher after launch then it never shows up. :)
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Hmm? Wait, what never shows up? The game? The launcher? I'm confused... :o
So you use my launcher, have applied the Steam fix (option is greyed out) and it still starts the default Nexus launcher when clicking "Play"? Or do you mean, it starts the default Nexus launcher AFTER you've quit the game... because that's normal.
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Yeah I applied the steam fix. It will still show the original launcher unless I click the "close launcher after game start" checbox.
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I like this quite a lot. I do have a request though, could you make it detect if the mod supports multiplayer? I use something similar to war begins(Two .bat files one for SP one for MP) for changing to multiplayer(Mine just has some added stuff), and I think many people would like an option to change it to mp/sp from the launcher rather then going to the folder and running the .bat files. Maybe have an entry in the modinfo.xml for the file names of the .bat files and have it run them when a button is pressed on the menu?
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Sure, that shouldn't be too hard. Just add an optional <configuration> element to the modinfo.xml, like so:
<configuration name="Multiplayer" execute="switchToMultiplayer.bat" arguments="-f 1024"/>
<configuration name="Singleplayer" execute="switchToSingleplayer.bat"/>
name: (optional)
This'll be displayed in the launcher.
- if no name is specified, whatever is in "execute" will be displayed instead
execute:
This is the executable the launcher will try to start when the user makes the switch (e.g. the .bat-file or the .exe or whatever)
arguments: (optional)
These are command-line arguments you want to supply to the executable.
- if no arguments are specified, none will be supplied to the executable
This way you can have as many different configurations as you'd like. E.g. a Star Trek mod could allow the player to switch between different genereations like classic, TNG or whatever. Or you use it to switch the mod between multi- and singleplayer.
You still need to handle the switch yourself, of course, so you'll have to create the .bat-files or whatever on your own, like you do now.
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Progress Arparso??
What new features are you looking to implement? Or, are you working on re-hauling Nexus Skirmisher?
Tell us something, anything! Are you gonna' get into high gear in the summer? Or has your interest in Nexus" TJI dimmed? a lot?!
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No, it's just slow going with the Freespace mod and the launcher in the pipeline next to my usual workload. Sadly it's a big difference between "getting something to work" and "refining it enough to make it work for everybody". There's always something not quite turning out how it was planned.
It's still on my to-do list, but I can't promise a date.
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Good morrow...
I downloaded the Beta for the Launcher, but every time I run it, I get a message that it cannot find the Nexus install in my registry (I own the CD copy). Any ideas? Has anyone else run into this error?
Thanks!
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Hmmm, that's odd. I've attached a small tool to help me find the issue - could you please download and run it? It only checks your OS version and looks for the correct registry key of your Nexus installation. Just run the .exe and post the info you receive here in this thread again.
Download SysInfo tool (http://arparso.de/nexus/forum/index.php?action=dlattach;topic=169.0;attach=83)
Alternatively you can also provide me manually with the same info:
- Your Windows version
- 64-bit or 32-bit
- if using Vista or Windows 7, is UAC enabled?
- which of these four registry keys (http://arparso.de/nexus/forum/index.php/topic,39.0.html) do you find in your registry (use Windows' regedit.exe to look for them)
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Hi I've tried running the nexus launcher but windows is popping up saying that it has crashed.
Just to double check as I have the steam version of the game is there anything more I have to do apart from copy paste the launcher into the nexus folders?
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No, you don't even have to copy it into the Nexus folder - it'll work from anywhere on your computer and autodetect your Nexus installation. The only things you should need are a working Nexus installation and the Microsoft .NET Framework 4 (Client Profile) (http://www.microsoft.com/downloads/en/details.aspx?displaylang=en&FamilyID=5765d7a8-7722-4888-a970-ac39b33fd8ab).
Have you tried the updated version (http://arparso.de/nexus/forum/index.php/topic,169.msg1313.html#msg1313) of the launcher? The one in the first post isn't the most current one.
Have you also tried the SysInfo tool (http://arparso.de/nexus/forum/index.php?action=dlattach;topic=169.0;attach=83) from the previous post? Could you copy-paste its output here?
Also what Nexus mods have you installed?
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I downloaded the newest launcher. Still crashes.
The mods installed so far is the BSG mod.
Here the system info.
OS: 5.1.2600.131072
UAC: off
HKLM: c:\program files\steam\steamapps\common\nexus the jupiter incident\
HKLM\Wow64: <not found>
HKCU: <not found>
HKCU\Wow64: <not found>
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The best thing to try is checking it with Arparso's Freespace Evolution mod. Last time I checked Arparso connected it with the Nexus Launcher.
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Ok the launcher starts now (the freespace mod added whatever was missing), so we are away from my initial problem, now it just doesn't want to allow me to pick my resolution or to change what mods I want to use.
Ok correction me being silly just the menus not dropping down but I can select resolution and mods.
Thanks for the help.
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Hemm ...
I have big problems to use the Launcher. If i startet the exe. i see this:
(http://img11.imageshack.us/img11/8626/unbenanntrot.png) (http://imageshack.us/photo/my-images/11/unbenanntrot.png/)
I had download the update Version. But it doesn't work. I have the Steam version and windows 7 64bit
Please help!
Mfg Nahdar
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Huh, this is strange. Could you try running the SysInfo (http://arparso.de/nexus/forum/index.php/topic,169.msg1744.html#msg1744) tool? Then please post the output here.
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Oky
OS: 6.1.7601.65536 (64-bit)
UAC: off
HKLM: <not found>
HKLM\Wow64: c:\program files (x86)\steam\steamapps\common\nexus the jupiter incident\
HKCU: <not found>
HKCU\Wow64: c:\program files (x86)\steam\steamapps\common\nexus the jupiter incident\
I'am not shore, but perhaps i must copy the launcher exe in any directionary ?
And i must say: a big big thanks to you, you always help by problems :D
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I've got...
OS: 5.1.2600.196608
UAC: off
HKLM: C:\Program Files\Nexus - The Jupiter Incident\
HKLM\Wow64: <not found>
HKCU: <not found>
HKCU\Wow64: <not found>
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have you the steam version ?
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The launcher should work with the Steam version just fine. I made a few changes to the launcher - could you try out the new version:
Download Nexus Launcher (http://arparso.de/nexus/forum/index.php?action=dlattach;topic=169.0;attach=106)
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:( ... it dont work
no change, the same like the picture up
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Even the path displayed is the same as in the previous picture?
I really don't know why it won't work... I tried it with the same OS and UAC setting as you appear to have and I didn't have a problem either with the launcer or changing the resolution for the Steam version of Nexus.
Let's try it manually again:
- Open up regedit.exe
- Navigate to both of the following paths and note the values for "Display_Width" and "Display_Height" for each of them:
HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Mithis\Nexus - The Jupiter Incident
HKEY_CURRENT_USER\Software\Classes\VirtualStore\MACHINE\SOFTWARE\Wow6432Node\Mithis\Nexus - The Jupiter Incident - Start up the game through Steam
- Open up the options menu and change your resolution to something else
- Close the game
- Use regedit.exe again to navigate to both of the previous paths and try to identify the one where "Display_Width" and "Display_Height" now show different values than before
This should be the correct registry key, where you can set your new resolution. To do so, change "Display_Width" and "Display_Height" to the new values, e.g to 1920 and 1200.
Important: When entering the new values, make sure "Decimal" is selected before entering the new number. This option is set to hexadecimal by default and if you were to enter 1920 into the box, you are actually telling the game to run a resolution 6432 pixel wide.
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(http://img801.imageshack.us/img801/117/unbenanntyqv.png) (http://imageshack.us/photo/my-images/801/unbenanntyqv.png/)
This is another path.
Then i go the first path (HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Mithis\Nexus - The Jupiter Incident)
i land here: (http://img405.imageshack.us/img405/8753/unbenanntfam.png) (http://imageshack.us/photo/my-images/405/unbenanntfam.png/)
So i follow you description and The value is change in the regedit. But if i start the game after this. The resolution ist in the lowest value.
When i change the value ingame and i closed nexus the regedit valu had change too, but after starting ther game again ... nothing have change with the resolution ...
You have do much more if you must. I really big thanks too you.
A last Question: Can you speak german ?
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Yeah, I speak German - I sent you a private message :)
Please keep the public discussion here in English, though - wouldn't be polite to the non-German-speaking crowd here otherwise ;)
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Sorry for my english:)
Hello!
I have win 7 x64, Nexus v. 1.01, and the latest version of the Nexus Launcher (Beta).
When I was running Nexus Launcher, it does not recognize mods. And I can not start them. The game itself is okay.
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all is dead or what?
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and you could access those mods using nexus own launcher?
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No, for some reason it does not work. But I still can run the game with Nexus Launcher beta.
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How did you install those mods? Usually they belong into a "mods" subfolder, just like this:
C:\Steam\steamapps\common\nexus the jupiter incident\mods\Freespace Evolution
If both the default launcher and my own beta launcher don't recognize your mods, there's probably some installation error (either of the base game or the mods).
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When I use version 1.0 the default launcher work fine, but when I install 1.01 patch it doesnt work.
I try reinstall Nexus and mods many times, but Nexus launcher beta still not see mods.
Installation path:
C:\games\Nexus - The Jupiter Incident\mods\Freespace Evolution
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If you can't even access the mod with the game's launcher then the error is on your end, not Arparso's launcher.
What's the content of the Freespace Evolution folder?
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The patch breaks it? That's odd. Are you installing the correct patch (correct language)? Also, if you've got the US retail version, you don't need the patch - that was already included in the release, at least as far as I know.
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Actualy I use russian version of Nexus, but patch 1.01 only for eng version. Mayby it is reason.
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Oh, anyway I solved problem :) I reinstalled the game, but before installing the patch 1.01, I saved the original exe fails. After installing the patch, I replaced the exe file and the game works fine. Now Nexus Launcher Beta see mods.
Thank you for the help :)
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I've been made aware of an incompatibility with the GoG release and attached a fixed version of the launcher to the original post. Or just click here (http://arparso.de/nexus/forum/index.php?action=dlattach;topic=169.0;attach=200) (if you're logged into the forum). If you have the GoG version, you need to run the launcher as administrator to make it work.
For the technical minded:
The GoG version by default launches with administrator privileges. In Windows Vista and above this causes the game to store its settings in a different part of the Windows registry than it would otherwise. To be precise, the GoG version stores everything in (in a 64-bit Windows version):
HKEY_LOCAL_MACHINE\Software\Wow6432Node\Mithis\Nexus - The Jupiter Incident
... while the normal location if not run as administrator would be:
HKEY_CURRENT_USER\Software\Classes\VirtualStore\Machine\Software\Wow6432Node\Mithis\Nexus - The Jupiter Incident
So basically, the launcher would look at the wrong key in the registry and thus not find the Nexus installation. I've made a few changes to how it discovers the correct registry key and it should now work with the GoG version out of the box. You need to run it as administrator, though, just like the actual game.
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Just wanted to drop a note and say thanks for this great tool! It got my GOG version up and running in 1080p very easily, game looks fantastic and plays great!
Only issue I can tell is game engine related and mission briefings are a bit skewed.
Thanks again! ;D