Hi all,
Just a quick note that a bunch of modding requests are being worked but they aren't in Entrenchment beta 1 (which is also the case for some gameplay changes like the trade routes and some other thing I mentionned elsewhere). I hope to have them complete shortly after xmas and we'll make them public asap.
Next, there have been a number of very detailed questions from a variety of people (mostly modders) written to me in private messaging. I am able to read these but not respond. I wrote a public message recently to have people write me but I got zero responses. So if you are one of these people, (like EvilJedi) please c/p the messages and email me at bfraser@ironcladgames.com. I'll get to them all on the weekend.
-Blair
in fact i rather it not be on the 25th if it means a lot more stable game with some new features which also work without incident. specially for a moding point of view.
i have to agree
Is there a new galaxy forge that works with the latest version of Sins and Entrenchment?
Not now, but maybe a few days after the final entrenchment is released (which is announced for today the 25th).
I installed entrenchment 1.0 now
One of the first things i checked was if modding now works.
Now we have 2 different modfolders: Mods-v1.15 and Mod-Entrenchment v1.0
so i copied the files i updated for beta 3 into the entrenchement modfolder.
But i still not works. any hints?
Wasn't there an entity.manifest file you had to modify? I haven't gotten home to look at the new mod setup, though.
I am in the same boat as TohKlidan. I was hoping that they would have fixed the issue with Entrenchment not reconizing mods, but it would appear as if they have not. I even tried removing all files from my mod and leaving only the opening song just to see if it would reconize that and it was not some error in the mod itself, but it would not even do that for me. I also changed around some files that are preexisting in the entity.manifest to see if I could change them, but I could not, so I don't believe the solution lies there. It almost like it does not even care to read any of the files in the mod folder.
I was hoping they would address the issue with the final release as I was set to release a version of my mod as soon as entrenchment was out. It saddens me that I will have to wait unless someone comes up with a solution to this.
in beta 3 the strings where changed to the modded ones but no longer in 1.0
Also i have changed the BackdropFrontEnd.dds with my mod logo and this file needs no manifest
at least i haven't found anyone in the entrenchenchment installation folder.
and the logo doesn't show up
so these things should go even without manifest, i thought.
also it makes me a little suspicous that in the gameinfo folder of entrenchment is no GSDef file anymore.
maybe it is no longer needed but my entrenchment mod changes this,too and i hope this still works.
but hopefully the new forgetools will enlighten us with a new modding doc.
Same here. It enables my mod without issue, but nothing is, in fact, changed.
Original 1.15 Sins recognizes the mod just fine.
Interesting thing to note, since now we can have a list of enabled mods, does this mean we will actually be able to combine mods without having to manually merge them?
Also to note, there finally seems to be an adjustable variable for AI retreat threshold. Sorry if any of this has been mentioned before, I just got Entrenchment.
In theory yes. Once the hotfix is out we'll be able to test it
This was actually in the changelog from beta 3 to 1.0. Also we can now change ship target limitations (buildings only or ships as well).
Its good to see most everything is working with the modding system of Entrenchment. Blair, I have a question regarding modding the pirates. In the normal sins, I have create additional seperate pirate files that have shields and with the ones that don't, now when I add those entity defs in the gamescenario file to the pirate base, run the game in Entrenchment they don't show up. Have you guys changed something?
Aaron
To add to my previous post... New ship Entity files seem not to be working.
Thanks Josie!!! Fixed the problem, don't forget to edit your Manifesto files
Josie has all the answers
And the freaky Advent eyeses.
did something change with the model formats? my models from the std sins mod work fine in std sins, but not in entrenchment. do i need to convert all my models again with the convertXSI thats in forgetools3? Josie basically narrowed it down to a possible mesh issue, but why would it work in sins 1.15 and not entrenchment? Theroies, answers or more questions welcomed on this one.....
ok lets sort a few this out here becuase i'm not getting anywhere. below is a screen shot of my directory that i'm thinking the directory is suppose to go, please correct this if i'm wrong, and hopefully i'm not the only person who is having this issue. My thinking is we create one directory structure which could be used for std or entrenchment if its not lets list the directory structure how it is suppose to work so we can minimize the confusion. i created this with a program called yourdir you can download it free here. i have already tried to only have the manifest files and then have the gameinfo folder, mesh folder etc, and i didn't get anywhere either. In this stucture i get PlayerFederation not found. I have also noticed in the Reference Data you have GalaxyScenarioDef.galaxyScenarioDef in the Entrenchment\Gameinfo folder but its not the entrenchment game folder when you install it, so this is another confusion i have, is it suppose to be in the Entrenchment\Gameinfo folder or not.
urm does anyone know how to add new races to entrencment?????????? i tried doing it the way for vanilla sins but the game does not recognise it and gives me the error
GalaxyScenarioDef Error: Invalid EntityDefName(PlayerNewrace) found for 'New'.GalaxyScenarioDef Error: Invalid PictureGroupName(PlayerNew found.GalaxyScenarioDef Error: Invalid ThemeGroupName(PlayerNew) found.
OK nevermind i fixed it What i forgot to do was add all my additional files to the entity.manifest file !!!!!!!
can someone tell me how to run convertdata.exe and convertxsi.exe .
Both are described in the documentation pdf included with the mod tools.
the pdf docs tell me notta, needs more info.
EDIT: I found the problem. I don't need help anymore.
Loki and i combined forces and got the mod up and running, seems we both had half the problem solved!
i did have a couple of questions though, is there any way to manage the collision range or make the ships steer away further apart? and what does maxAccelerationStrafe actually control?
Why is this thread marked as fixed? I don't see a soultion.
I tryed to adapt my mod to Entrenchment. The game enabled the mod without comment but the only things that changed were string values.
None of the numerical values seem to have any effect...
you need to have all the manifest files in place as well
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