Overview
The Mod Manager handles the installation and organization of ModsMods that are properly designed for the Mod Manager only contain values that are actually changed by the mod, which allows the use of different mods, without being overwritten.Mods need to be in a special format to be supported by the Mod Manager.There are some changes from the steam version and the Re-Mars-Tered version that you should be aware about in order to make full use of the Mod Manager.
Introduction (Returning modders, read!)
Veterans & the curious: it is highly recommended that you read the following:
A complete, pretty, HTML guide to the changes and workarounds needed to use & update mods is included with the autoconverter. Feel free to skip this guide and jump straight to the ReMarsterXML Section. The HTML guide is short, and to the point. I promise, you’ll be up and running in no time!
TL;DR:
- File structure used by File Edit/Replace actions needs changed [Read Guide]
- Can no longer launch the game through the Mod Manager [Launch through steam like normal, Mod Manager doesn’t virtualize each launch like ‘Mod Organizer’ for Bethesda games do, so it’s not an issue]
- table.vpp_pc auto renaming is broken. [Read Guide]
- Old mods can work, but please follow new standards once they are released.
Downloads
You can obtain the updated Mod Manager created by HazardX (And uploaded by me) here (Mirror 1[www.factionfiles.com])
Mods
at Nexus Mods[www.nexusmods.com], they’ve graciously added a RE-MARS-TERED tag for us.
Alternatively, the Mod Manager Compatible Mods Section[www.factionfiles.com] at Faction Files. Look for Re-Mars-tered in the title or description.
If it’s an older mod & doesn’t involve textures, sounds, or any other non .xtbl, chances are you can run it through the converter or update the file structure yourself. Do note, that there have been mild changes in some of the XTBLs that you’ll likely be rolling back if the mod isn’t a [clean] type.
If you are interested in creating Mod Manager Compatible Mods, follow the guide below.
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Installation
Read this before continuing!
First make sure that you removed all mods you’ve installed previously without the ModManager! This is very important because the ModManager will backup the wrong files if you do not restore the original ones first! Verify Integrity on steam
Extract the ModManager.exe and Gibbed.Volition.dll files to a directory of your choice. It doesn’t hurt to put them inside your Re-Mars-tered folder.
Regardless of where you put those files, the “mods” subdirectory HAS to be extracted to your RFG installation folder. The ModManager stores it’s information inside both your registry and inside a config.
Is the Mod Manager crashing on startup?
Make sure you have .Net Framework 3.5 installed.
How to use the Mod Manager
The Mod Manager is very easy to use (Credit to HazardX) so this should be a quick and easy section.
On first launch you will be prompted to select your Red Faction Guerilla: Re-Mars-tered Location. If it does not, move to part B in this section.
Look for Steamapps or SteamLibrary.
This is mine: [yourdriveletter:SteamLibrarySteamAppscommonRed Faction Guerrilla Re-MARS-tered]
Once this is done you are now free to mess about with your mods!
Simply tick the box next to the mod you want to activate, and configure it using the drop down boxes if the mod has any.
Next, press “Activate Mods” and launch the game!
IMPROTANT NOTE: DO NOT install a game patch for RFG while mods are activated! Click on “Restore Original Files” in the ModManager prior to installing any game patches!
If an update comes out, “Restore Original Files” and Verify Integrity on Steam.
PART B
If it doesn’t automatically pop upen a dialog, chances are, you’ve probably used the tool before.
If possible, simply click the “…” square on the right of the “Game Folder” Field.
If you cannot reach the “…” we have a few things to try:
- Move location of Mod Manager temporarily
- Move EXE of original Red Faction Guerilla [Steam Edition]
- Search in regedit ActiveMods or go to ComputerHKEY_CURRENT_USERSoftwareHazardRFG_ModManager.
Either delete GameFolder or manually set the directory by right clicking and pressing modify.
My own mods
BetterMARS Firearm Structural Damage Module for Re-MARS-tered[www.nexusmods.com]
Included Mods & How to add new Mods
Included Mods & How to add new Mods
The following mods are included by default:
Please note that some of these are quite old and will not function correctly (Safehouse has problems, Player Character Settings as well. Please report any problems and I will attempt to fix them in my other guide!).
- Explosive Pistol Bullets (based on tutorial from obliviousonion)
- Free Upgrades
- Safehouse Vehicle Selector
- Singleplayer Reconstructor (by Gibbed)
- Wrecking Crew Maps for Multiplayer (by NBtX)
- Freeroam Mode (no story missions, all zones and safehouses unlocked at start)
- God Mode
- Increased Reconstructor Range
- No Startup Logo
- Player Character Settings
- SP Building collapse
- Stronger Remote Charges
- Unlimited Ammo
A note on the Vehicle Selector:
Walkers start spawning when you complete the first dust mission with the walker.
Adding mods (Yay!)Here’s the mod pipeline
- Modder creates mod in ModInfo.xml
- Modder creates folder named whatever he wants, and puts the ModInfo.xml in that folder
- Modder includes any needed replacement files
- Modder Zips up the folder and releases it to the public.
All you need to do is extract the folder – Making sure theres a ModInfo.xml in the root folder after extraction, and throw the whole folder into your mods folder. See FAQ for any errors. If it’s not on the list, chances are the modinfo.xml was wrong. The Mod Manager is very verbose about formatting errors.
ReMarsterXML, ModFixer – Modloader XML Converter and Operations Guide
The Re-Mars-tered Edition features numerous improvements both visually and behind the scenes.
Among other things, the file structure has been changed up, causing problems with Modloader created mods.ReMarsterXML – Basic modding and troubleshooting guide for Re-Mars-Tered
This program, written in VBScript, will automatically search the folder (as
defined on line 38) for “xml’ files, and do a string search replace as
necessary.
You’ll find the all the information you need to update and use mods in the HTML guides included with the tool in the download below.
Mirror 1
Mirror 2[www.nexusmods.com]
Here’s the relevant page from the above mentioned guide.
FAQ for modding Re-Mars-tered [Condensed]
When I press “Activate mods” an error message popped up saying “Error while activating [insert mod name] System Exception cannot find folder “build!”
Go to the section titled ‘ReMarsterXML.’
When I hit “run game” in the manager I get an error message stating “Your steam client is not running.”
Launch through steam like normal.
Why aren’t my activated mods working?
rename table.vpp_pc (located in your data folder) and your Singleplayer mods will work.
or bug the mod author to patch the table.vpp_pc, which few bother to do (I do in a few of mine) since we aren’t positive how mods work in MP. It is said that users with a matching mod setup can see each other’s lobbies.
Additionally, I’m fairly sure every single mod needs to patch the table in order to work. If one isn’t patched, I don’t think any (or most) mods will load.
As a mod author, how can I manually update & make new mods?
All ‘File’ (Edit, Replace) actions inside your ‘modinfo.xml’ will need to be updated.
Additionally, check out my new guide (placeholder) to make sure you are following [clean] edit standards. This ensures maximum compatibility.