Greetings All!
Throughout my time here playing and modding the game I have become quite knowledgeble in the overall aspects of the game and modding the game as a whole. While I learn stuff everyday, I feel like I can teach and answer questions as well. People have helped me along the way, so this is my way of giving back to the community. So, if you have a question that you think I may know an answer to, feel free to post and I will reply whatever I know. Feel free to ask about anything about the game, modding, or anything else in general, my head is full of useless facts and knowledge. I have played most Space/Sci-fi games, love fantasy games (like Oblivion and NWN) watch just about every Sci-Fi & Fantasy TV show, and have a deep knowledge of science and history, especially ancient history. I have a Marketing and Sales background, with a specialization in graphics and art. I also know modeling programs, but use 3D MAX specifically for modding.
So, I leave it up to you, the modding and gaming community. I will be listening....
DANMAN
Yes I would like to know about releases myself since I mirror you Mod. (Damn I didn't see this thread before posting the interview questions in the 7 Deadly Sins thread. lol
Thanks "soasertsus" & "Thoumsin" I'll check it out. I have the forge tools somewhere stored on USB., but haven't used since the 1.16 & 1.02 changes.
I have also been trying to do something like what "DarkCloud" is trying to do with little success. This is how I've gone about it so far;
Copied a CAPITALSHIP entity file from the gameinfo folder and converted to text with "dk dataconverter tool". Then made some changes to some values eg. hull, shield and weapons plus added an extra ability. Also changed the "NumResearchPrerequisits 0" to "NumResearchPrerequisits 1 ", then added the name of the research entity file which I created in the same manner and added to the game info folder.
I added both these new entity files to the manifest and added stringinfo for them. I also added the info to the "playerTech" file.
Now here's where I think I may be going wrong(I think, there could be other things I'm doing wrong). In the "RESEARCHSUBJECT_CAPITALACCESS_CARRIERTECH" entity file that I created there is the "block" option and just below that there are some values in [ ] which I believe are Its location within the block. The first one I believe should corespond to the tier you want the research to show up in, I also made sure tier# just above the "OnlyWorksIfTierLabsExist TRUE" was set to correspond. The second I believe is its position in the block in that tier. I made sure that number was not the same as any of the other "RESEARCHSUBJECT______" files that were in that tier also. I tried to give this value a number that I thought would correspond with an empty space within the block, but alas the mod will not "apply changes"(I have trying this with Entrenchment).
Is there only a curtain number of places allowed in each block?
Or is it something else, perhaps the "HUDICONS" are clashing with the original "CAPITALSHIP entity" file?
heya, question, whenever i enable a mod its ok has checksum and everything, all in right folders etc. but when i apply it freezes the game like it normally does but doesnt come out of it when the mod is done being applied
any ideas whats wrong?
coconut, do you have the user.setting settings 'LogoOutput TRUE' and 'ShowErrors TRUE'?
they can help track down errors in mods. the last setting puts up a window and stops sins until you click on one of the three buttons or press the spacebar
harpo
ok enabled,
this is just a test mod, all it is, is the scout has increased attack thats it
applied mod, opened task manager and got this
Text FileArchive missing Label.File: C:\Users\*\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-Entrenchment v1.02\Mine\GameInfo\FrigateTechScout.entityLabel: usesFighterAttackLine Number:5Line Contents:autoJoinFleetDefault FALSEText FileArchive missing Label.File: C:\Users\*\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-Entrenchment v1.02\Mine\GameInfo\FrigateTechScout.entityLabel: typeCountLine Number:8Line Contents:frigateRoleType "Scout"
Text FileArchive missing Label.File: C:\Users\*\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-Entrenchment v1.02\Mine\GameInfo\FrigateTechScout.entityLabel: statCountTypeLine Number:9Line Contents:frigateRoleType "Scout"
Failed to convert '' to an enum value.
Text FileArchive missing Label.File: C:\Users\*\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-Entrenchment v1.02\Mine\GameInfo\FrigateTechScout.entityLabel: mainViewIconLine Number:10Line Contents:frigateRoleType "Scout"
it goes on and on for probably every line
you are probably using an entity from the 1.15/entrenchment 1.01 forgetools reference files in 1.16/entrenchment 1.02.
the fix is to base it on entities from the version of sins you are testing with, but later this week we should have the shiny new 1.17/entrenchment1.03 and reference files when stardock release them, but in the meantime there is my small utility in this thread that can convert a set of files between txt & bin in 10 to 15 minutes (by the way it WILL NOT convert the current games files only copies stored outside the program files directory)
hope this helps
I guess how many and which files do i copy to copy any ship?
if you want to copy ALL the files it will convert all convertable files, the only ones it will not convert are the dll's exe's and files that arealready in the type wanted. o by the way there are 3 capitalship*.entity files in the sins 1.16 that fail to convert ie
CAPITALSHIP_PHASEBATTLESHIP.entityCAPITALSHIP_PHASECARRIER.entityCAPITALSHIP_PHASECOLONY.entity
, they fail to convert with the convertdata_originalsins.exe so my utility is not at fault here, but all other entity files DO convert successfully
Minidump woes...
How do you get over the minidump woes? You put all this effort in, you build up all these files and do so much work. You fix all the little errors that pop up. Then you play your mod, and it plays so well. Then it minidumps, with no error report.
the minidump woes
I made a CAPITALSHIP_TECHBATTLESHIPTWO. Just made a copy and put the two on it. Made the .entity in the same fashion. Also added it to the playertech file on the cap ship list. So far it just gives a mini dump.
showErrors TRUE in the user.setting file is your friend.
Did you increase the counter on the cap ship list as well, and add the new entity to the manifest file? Did you change any strings around?
The above with showErrors would be useful for you, too.
Annatar11, Been a bit since I bumped your cart. In the Gameinfo/playertech file I added the CAPITALSHIP_TECHBATTLESHIPTWO in the same way the other caps were done and increased the count to six. Did the .entity the same way. Tring to make a 2nd teir Kol and Marza for me SP mod Stars at War. Almost forgot no I did nothing with the string files.
But did you add it to the manifest file and increase that count? Any new entity has to be added to it. If it's not that, then turn on showErrors so you know why it's crashing
Thanks it was the .entity count that got me. Also thanks for the showErrors. I've been back pedaling to find and fix errors.
Is there a way to adjust the scale? So as to make one slightly smaller/larger. Without too much trouble.
What file is the user.settings file in?
That's the problem, it is turned on but I don't get the error. Just dumps me, like a heartless ex girlfriend.
fixed problem
Is it possible to convert minidumps to text?
One question for you- I downloaded Galaxy Forge, but now what? I made a new folder in the Sins of a Solar empire folder and put Galaxy Forge into it, thinking that was how it's supposed to be done, as that's how it works for mods in World of Warcraft.
However, I don't see where how to access it. I'm running Vista, if you need to know.
you need a shortcut to the exe and the downloaded files is a rar so you need either winrar or 7zip to unpack it.
galaxy forge is a map editor/creator for sins
Sadly, I have not been in here as much as I should have been. I have been busy getting 7DS 2.5 ready, and dealing with real life.
For those of you who have been helping me help the modding community, I thank you for all your efforts.
Especially soasertsus, Thoumsin, Harpo99999, and Annatar. This has become the "Modding Community Question & Answer" instead of just me running it. I appreciate all your help, and I am sure every one else has too.
Continue to post your questions guys! And if your request as gone unanswered for some reason, let me (us) know!
Yes, you need to go to Microsoft's website and download their DEBUGGING TOOLS.
You need to be more specific? Do you mean models, or just the viewable scale, like zooming in?
It is most likely a RESEARCH issue. If you failed to put the research in the right place, if it is moused over, it just dumps sometimes without any warning or error. What exactly did you change?
I've already unzipped it, but I can't get any further. Problem is, I just can't open the exe thing. It gives me the standard "has stopp working" deal.
Have you installed the NET framework from Microsoft? You need at least 2.0 for the Galaxyforge to work.
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