I feel like a complete doofus asking this (yes, you're allowed to call me one)
I've followed every step they say you should follow. I created the mod folder (simply xymod right now), put all the reference files from the ForgeTools (v3) and went about making them all non-read-only so I could actually change the dang things.
I made only a few small tweaks, such as turning research buildings into 0 logistics slots, and making the TerraHome give out more resources, oh, and removed the fleet upkeep percentages from the fleet size upgrades.
I enter Sins: Entrenchment 1.2 (which is also where the mod folder is, just to make sure) and then I go to mods...voila, it's there! I activate the mod, and click "Apply Changes"...
And death. I've tried it literally a dozen different times, even going so far as to remove all my changes and simply trying to load any of the files. Zip. Nothing. The game freezes, and half of the time it froze my entire computer, requiring a cold reboot.
So...any ideas? Am I the largest idiot on the planet? Did I miss something? Or is something else going on here?
Quoting ShadowMastiff2468:
"Go into your mod folder..then jump back one step and go into your SETTINGS file and change the SHOWERRORS FALE into ShowErrors TRUE. then load game, itll freeze! Thats normal! Simply press the windows tab on your keyboard (to return to windows WITHOUT closing game) and then just click to immediately reopen game. It will only this time, youll have the errors plaguing you set before you!"
I cant say it any better so there you go. Give that a try and that should at the very least tell you where the problem is ocurring. Post back with what you find and I'm sure youll get some help.
have you made a manifest of the files you want to load?
harpo
Other people will probably tell you to do otherwise but, First remove from your mods gameinfo folder all the files except the ones you have changed, you don't need the others in there. Second you don't need a manifest file unless you have added a file, as long as you are only editing then its not an issue. My personal guess for what is causing your issue is that the reference data with the forge tools (as of yesterday atleast) still hadn't been updated to the latest version of entrenchment, meaning that by doing my first suggestion you should probably fix your problem, unless something in your files IS causing the issue, in which case you just start with an empty gameinfo folder and add files one by one until it stops working and you will have your culprit
Woah, boy! I'm think that's right. JJBuck2, thanks a million, I got my list of errors. It's huge. All sorts of "rotateToFacePlanet FALSE" errors, and "unable to adjust " to enum" errors, and "Text FileArchive missing Label" and all kinds of things.
So my assumption is indeed that the forge reference files have not been updated to entrenchment's latest. I'll see what I can do about fixing these in the files I actually need. If that doesn't work, I'll just have to sit around and wait.
Thanks a bunch, guys!
He he he! I'm getting quoted left and right *feels proud* LOL
As well you should. It is an excellent debug mode, especially when the normal debug method (ie, developer exe) isn't working at the moment.
I doff my hat to you, sir!
How about doffing me with Karma...I seem to have lagged a lot behind Annatar LOL
*Throws karma at Shadow*. At Xyvik, yep you need to update Entrenchment, thats where at the very least the RotateToFacePlanet problem is coming from. I had the same problem. Id suggest reading Annatar's recent post about how to update mods to new versions of Sins (both vanilla and Entrenchment). Its very helpful and should make it pretty easy for you. Again, if you have more questions please post.
You're modding Entrenchment the hard way as well.
With the new Manifest system you don't need to copy all the reference data. All you need to copy are the files that you've actually modified. If they are different filenames (IE, all new entities and not just changes to the stock files) then you'll have to add them to the entity.manifest as well.
The latest entity.manifest can be found in your game's install directory in the root of the Entrenchment subfolder. It's virtually the same as 1.01 only they removed a couple redundant entries and it's 2 entities shorter now. The file is in TXT format so it's easy to work with.
So, as an example for a mod that modifies the Terran Home planet:
1) Create the xymod folder under /Mods Entrenchment v1.02
2) Create a GameInfo folder under your /xymod folder
3) Copy PlanetTerranHome.entity into the above GameInfo folder. Make the changes you want to it.
4) Copy entity.manifest from the Sins install/Entrenchment folder. In this case you do not need to modify it.
That's it. You're done.
And yes, I accept Kharma as thanks for making your mod 1,000 times smaller and easier to manage
-dolynick
Stuffs a +1 to Dolynick, hoping it'll shut him up!!! LOOL J/K!!!!!!!!!!!!!
Just Kidding Dolynick!
Great advice deserves great rewards! THUS +1!!!
Tossed me own karma at the helpful peeps here, thanks a bunch guys!
Anyway, got the problem solved finally. I had to end up foregoing the Forge Tools 3 reference files and simply converted the files I needed from the game files themselves and popped them into my mod folder, and voila, it worked. I had to end up using a 3rd party GUI program for the convertdata exe, since I couldn't get the blamed thing to work.
Long story short, it finally works, and thanks once again for all the help and suggestions! Maybe one of these days I'll make a full-fledged mod...it's been years since my work on The Sith War...
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