Hard Light Productions Forums
General FreeSpace => FreeSpace Discussion => Topic started by: CT27 on April 28, 2014, 09:01:25 pm
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http://www.hard-light.net/forums/index.php?topic=79002.0
http://www.mediafire.com/download.php?9mtsx2q3jiudmt5
Anyways I had a on installing a campaign. I downloaded a campaign (FSCRP_Fall of Epsilon Pegasi) and then unzipped it. I'll call it "FEP" for short. The issue is there was an "FEP" folder when I unzipped it, however there was another "FEP" folder within the overall "FEP" folder. This latter one was the one that had the mod.ini, settings and bmp file. In general, should I move the 'complete' unzipped folder into the FS2 directory or just the folder inside that actually has the campaign files?
The 'complete' unzipped folder has the newer version number 1.1 in the title. However, the folder within that folder (the one with camapign files in it) was just named FSCRP_Fall of Epsilon Pegasi (with no "1.1" at the end).
I want to make sure I have the current version installed.
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What most likely happened is that your extraction program created a folder with the same name as the archive and extracted to that. However, the mod already includes its own folder, so that got extracted to the folder that your extraction program created, resulting in the nesting that you described.
To fix this, move the nested FEP folder (in this case, the one without the version number), to your FS2 folder. Then, delete the first FEP folder (the one that you didn't move).
Don't worry about the lack of a version number in the folder name; most mods that include their own folders don't include one there.
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For what it's worth, my extraction program was 7-Zip.
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It doesn't actually matter if the mod folder is inside another folder, but you have to select the folder that contains the mod.ini and the *.vps and/or the /data folder in the launcher for the mod to be read.
Of course, it's better to not have the excess folders, but technically it works (aka. the launcher knows how to deal with it).
As long as nothing else is using the mod as a multimod dependency, of course.
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The only issue might be if your overall directory path gets too long as a result of the extra folders, because the game can have some issues with that. (Or could have...is that still a thing?)
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yeah, that's still a thing (http://scp.indiegames.us/mantis/view.php?id=3028).