Hello everyone
I'm know nthe topic has been mentioned several times, but since none of the hints worked for me I feel the urge to bring up the question again:
How do I get mods work?
First of all I located the correct mod folder. I found it by checking the path in the options window in game.
Second step: Checking versions. I am aware that most mods only work with certain versions of sins.
Problem:
The game still crashes on activating any mod. Minidump and so on.
So what else can I check to make mods run correctly?
Additional Data:
My PC runs on Vista, the mods I tried to run are 7-Deadly-Sins 1.3d and Mad-Scientist 1.4. Both on SINS 1.05 without entrenchment.
MfG
Gun2056
mad scientist 1.4 is for 1.10 to 1.13, and 7deadly sins is for 1.05.
what version of sins do you have? look at the bottom righthand corner of the sins main menu.
harpo
I cannot say why 7DS has not run for you, but Mad Scientist mod v1.4 does not work in 1.05. In order to play it you must upgrade sins to 1.1 through 1.14.
Ah okay, so I misunderstood you Ordian. I thought Mad Scientist was working with version 1.1 to 1.14. Ok I'll try 1.14 now... Edit: Ok tried it, but using version 1.14 the game still crashes when the mod is activated.
And there is still the problem, that 7DS doesn't run on version 1.05 though it should...
theres a topic on this i do believe, why mods crash in 1.14, i advise searching for it.
Since the search function of this forum is pretty useless and I wasn't able to find the topic mentioned, I decided to send a minidump-file to Ironclad support. I'll update this topic if Ironclad sends me a usable solution.
IIRC it had to do with not updated map files. If there's a /galaxy/ folder in the mod, delete it and see if that works.
generally speaking IC wont send back info on minidumps, they use it to find problems that they need to fix for patches. they dont have suppoty for mod errors either. that you got to go to the mod topic and look for. you didnt look verry hard for the topic i mentioned since it was a few post down, but heres the link anyhow. Here
Ah cr*p... Well at least I provided some additional information for upcomming patches to IC...
StCobalt: I didn't take a look into this thread because the title didn't seem to deal with errors while starting a mod. But actually it was helpful. I was able to enable the output of errormessages before the crash. There are a lot of errors but for now I'll just post the first one:
Failed to Create D3DX Effect 'C:\Users\Lord Günther\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods\Mad Scientist Mod v1.4\PipelineEffect\SetupDefaultStates.fx'...(1,1): error X1507: failed to open source file: 'C:\Users\Lord Günther\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods\Mad Scientist Mod v1.4\PipelineEffect\SetupDefaultStates.fx'
This mod makes me assume that there are files missing. The reason could be that I'm sill using a wrong patch. But the MadScientist mod used for this test should run on 1.14, if I didn't totally misunderstand Ordian. I case I did, I'll now look für a patch to 1.13 and try it again.
honestly, just delete the pipeline effects folder. its not that important for the mod, and chances are the default ones will run the game without incident. its probly not that theres files missing , just a corrupt file in that folder which is not really needed by the mod anyhow,
It's worth a try. But there were also error-messages which were not associated to pipeline effects...but one step after another...
edit: Ok that helped a little somehow. I still get a couple of errors like that one:
Text FileArchive missing Label.
File: C:\Users\Lord Günther\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods\Mad Scientist Mod v1.4\Window\GameOptionsDialog.windowLabel: useQuickStartButtonLine Number:44Line Contents:buildSpeedButton
and that one
Failed to convert 'OnlyWhenAttackTargetIsInFiringSolution' to an enum value.
BUT
Anyhow the game didn't crash after I deleted the mod's pipline effects.
ya. just take the same file that is listed from your window folder in your install directory (copy and paste it into the window foler of the mod) and you should be good to go.
Ok I did that. Now I am encountering some new errors when the game has started. I'll keep analyzing...
Update:
Now I replaced every mentioned data-file. Still some errors keep showing up on activating the mod. All of them look like this:
In addition after the game has started there are some stings missing.
But what is the reason for all this?
that has to do with an ability. essentially there seems to have been some files changed in the latest version of the game compared to that version of the mod. its not critical but it will mean that what ever ability it is a part of will not work. if you would post all the prompts that show up (when you load the game, alt tab out and alt tab back in and it should show all of them, or go to your mod directory, go up 1 level, and look for the debug folder, and look for the most recent created file and copy and paste all the text here)
Well I looked it up but couldn't find any debug folder.
And there is still the question why these problems show up on every single mod I try to start. The version of the game can not be the problem. Is there maybe a conflict because I don't use the English version of the game? I assume by the kind of errors I found that the problem is not hardware based.
nah, you got to realise that this game is verry picky. you can get errors for leaving out a small thing. and with the newer versions the files are changed alot so things tend to get broken untill the mod is updated. chances are its the version due to not many, if any mods being updated to 1.15 yet.
EDIT: if i get some free time later today ill see what i can do about converting a mod to work with the latest version of sins original for you, but i might take a day or two to actualy get release it, if it does not update by itself by then.
Update: I got an answer from IC. They told me to update to 1.15. Of course that didn't help. So much for that
St.Cobalt: That would be nice. At the moment my SINS is updated to 1.15. I'm not sure if the lastes modtools are already up to date.
Edit: I just read that MadScientist 1.5 for v1.15 is under construction and already finished for entrenchment (which I don't own). Maybe that will do for the next test.
But if you could update a mod to 1.15 we will finally find out if the problem is related to the mod or not. Since I experienced the problem with everya single mod I tried out until now I fear this is not the case. Which make the problem worse for me, but better for every other mod user.
the problems you reported generaly speaknig are not major issues in most cases. stuf like that Partical FX crashing the game would be but other things like strings and ability errors is nothing major. and once V 1.15 of mas sientist comes out it should work without a problem.
Of course a missing graphic effect is not a major problem. But missing strings and not working abilities I do consider as a mayor problem : ) And dont forget that I have these problems with every f**king single mod I tried. That's not fun anymore... but however. I'll be patient and wait until the updates for the new patch are ready.
have you tried reinstalling the game, then re updating, and then making sure the mod version and patch version are the same?
In the mod enable section, did you see a button called apply changes??
I have sose 115 and entrenchment 1.01, downloaded mad entrenchment mod 1.5 and placed it in the entrenchment mod folder. exited the game then restarted it but didnt seem to "see" the mod as reported in other threads. I noticed the apply changes button in the mod enable section and clicked on it (mod was enabled first then click on apply changes). when it was done I exited the game, restarted sose entrenchment and behold the music was different and started a new game and the research stuff/changes from the mod were their as stated in the mod descriptions. Hope this helps.
awolf
he is not using entrenchment.
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