I am announcing a new utility that can copy all of a players MODS AND update the mods to a new patch.
at present it it can update mods in txt form from entrenchment 1.01 &1.02 to entrenchment 1.03 and sins 1.15-6 to 1.17, it works in a similar way to my map updater ie it first copies the files from the source folder( and it does copy ALL files and folders), it then reads in the entity file from the destination folder, re-names the entity to entold, checks to see if it needs the changes and makes the nessacary changes and saves the corrected entity. I have already tested it with manshooters dynamic v0.9b and my own megastarbases mod (both in txt form and it copied and updated both in 33 seconds, but the more mods and the larger the mods and also if the mods ar binned the SLOWER the updating time. eg with celestial bodies v0.8b, ds entrenchment beta 0.7, dynamic 0.9b, firefall 2.2, ms entrench v2.22, requiem 2.2, sins of the 13th tribe v0.4, unknown darkness beta 0.01 and my megastarbases mod (totaling 3.9GB of files) it took 40 minutes to update all of them.
and as the entity files in the mods ARE updated you only need to run the utility when a new patch to entrenchment comes out and I have supplied updated instructions to the program.
the links for old versions have been removed
I have been given permission to include the convertdata*.exe's with my utilities so I am now releasing my utility pack
I have released all of my modding utilities/tools in one archive and INCLUDED the NOW needed convertdata*.exe's from all of the sins versions that my utilities support, ie sins 1.15,1,16 & 1.17 and also entrenchment 1.01,1.02, & 1.03
also I made sure that the correct targetsinsver.txt is included
1/1/2010 the latest version which has the updated program for the textbin gui and diplomacy compatibility is now up at
7/2/ 2010 uploaded the 1.19 release of the utilities including the latest mod updater which is set to ignore the 5 fx files that can cause dumps in entrenchment mods
19/2/2010 latest version of the complete modding utiities with the essentals files incuded is up at
the latest version is up at http://www.filefactory.com/file/b0b3g8a/n/harpo_sins_utilities_1.191_e_d.rar
now also at http://www.filefront.com/15858795/harpo-sins-utilities-1.191ed.rar/
and the dip 1.21 version http://dl.dropbox.com/u/8023186/sins%20mods/harpo%20sins%20utilities%20for%20sins%201.191%2Cent%201.051%2Cd1.21.rar
I have tested this version on 32 bit & 64 bit sins,entrenchment & diplomacy, the only issue is a overflow value with many mods in a mod folder. I will fix this in the next version
just a reminder if you are getting an error stating that sins version found ::: need version 1.1.9 then you NEED the registry keys that point to the sins install folder for 32bit windows
HKEY_LOCAL_MACHINE\SOFTWARE\Stardock\Drengin.net\sinsfor 64bit windows
HKLM>SOFTWARE>Wow6432Node>Stardock>Drengin.net>sins
and they should have a Path string value that contains the EXACT path to the sins game folder
the latest version includes the use of the sinstrinity registry key to find the path to the sins install if the sins path key is blank, and also a probable fix for the error 76 (path not found) error that appears to be caused by having a '\' at the end of the sins(trinity) path, so you do NOT need to edit the registry entries
here is the drop box link
and the file factory link
and now the utility pack with diplomacy 1.3 and trinity 1.3 convertdata btw I do not recommend using the mod updater to update the mods to diplomacy 1.3 as there are a large number of changes in the playerRACE.entity files and the entity manifest, and new and removed pacts compared with diplomacy 1.21
corrected the link above, the above link archive NOW has the diplomacy1.21 convertdata
and the first link for the utility pack with convertdatadiplomacy 1.31(file factory)
utility pack convertdatadiplomacy 1.31 (drop box)
updated the utility pack for the latest patch and the mod updater WILL update original mods to 1.192, entrenchment (still uses the 1.051 folder so no update) and diplomacy 1.3# to 1.33
filefactory link to full utility pack for o1.192 e 1.052 d/t 1.33
18/11/2011 updated the utilities to the latest steam compatable patch ie original 1.193, entrenchment 1.053, diplomacy 1.34, trinity 1.34 AND updated the manifest maker to remove the two entities that diplomacy no longer wants
filefactory latest utility pack for O1.193 e1.053 d1.34 t1.34
harpo
havent played the updated game yet but what hotfix?
blair has stated in several threads that a hotfix would be released in the next day or two to fix several minor bugs in the update
ok sorry, i was just reading here and saw that and thought 'geez a hotfix already'. so i suppose there is no point updating my mod yet.
thnx for the info.
also I am testingthe mod updater instructions to make sure that it does work properly and does not itroduce any avoidable bugs into mods
harpo when you release it, can you make sure that the converter works.
ice the converter IS REQUIRED for the mod updater, and part of the testing is several mods that have binned files getting updated and operating correctly, and needs each of the convertdata's ie orginalsins 1.15,1.16.1.17 & 1.18 AND entrenchment 1.01,1.02,1.03 & 1.04.
the reason for all of the converters is that I found that each convertdata will only process the files for its version ie convertdatasin1.16 can error out (stop working) with files binned by sins1.15. this also holds true for all other versions.
also with the new entity ability & buff files in entrenchment I am having to create a special version of the manifest maker to REPLACE the manifests with new ones that will not minidump on the user.
that is why it is taking a bit longer than desired, and I will be supplying the NEEDED files ie msvcr80.dll, msvcp80.dll & the crt.manifest.
I have several choices
1 to release the current MOD updater AND advise all people that use the MOD updater to ALSO run the manifest maker ON EACH of the mods that they use the MOD updater on.
2 re-write the mod updater AND the manifest maker so that they work together.
3 rewrite the mod updater EMBEDDING the manifest maker into the mod updater.
the pros & cons of each choice as I see them are
1 quick to get out, but irritating to the users
2 slightly less programming but is a quick & dirty cludge that probably will be slower to run as it will have to load the manifest maker on each of the mods
3 hell of a lot of programming but would be the ideal operational result
please post suggestions
start with #1. Then move to #2; finally, move to #3.
The idea with the above is that by starting with #1, you can either- skip #2 altogether OR use it as an interim measure for getting #3 done.
I agree with Whiskey, lets go with 1 and if many people just cannot get it to work, then we may have to ask for 2 and 3. but for now, lets go with option 1.
Harpo , Can u release a 1.04 and 1.18 stock game dir that is in text? [e digicons](\(\[/e]
I agree with the others so far, option 1 will still be WAAAY faster for me than me trying to go through and manually update all my files while waiting for option 3 (you'd probably be done with that before I'd be done updating lol)
the current state of play is option one is under test, but am getting a few difficulties so far
I will be uploading the option 1 set of my modding utilites in about 7 hours,
and the file will be called 'modding utilities 1.18a.rar' with a size of 6231kb,
containing all the files that are nessacery for the utilites to work including a readme txt with step by step instructions on the use of the utilites to update any and all mods that are installed.
if you do not follow the steps the mods WILL minidump and or error heavily due to extra entity files having been added to entrenchment, and the new entity files ARE NEEDED
Harpo, would you mind releasing a list of the changes?
and how did you get the bin-txt converter to work? I can't get it to convert the player entity files.
I am having difficulty breaking into modding 1.04....
Maybe Harpo have already receive the missing dll from Stardock... but all will be OK when the hotfix will be released...
By the way, if it is like usual, 1.181 and 1.041 will maybe break mod already upgraded to 1.180 and 1.040... due to different version number...
-----------------------------------------------------Sins v1.181 and Entrenchment v1.041 Hotfix-----------------------------------------------------
-Fix for Akkan's colonize potentially creating neutral resource extractors.-Fix for Adept Drone Anima not behaving correctly in original Sins.-Jam Weapons will now only be autocast when a threshold number of enemy strike craft are in range. (Entrenchment Only)-Improved AI and autocast usage for Flak Burst, TelekineticPush, MassDisorientation and PhaseOutFighters. (Entrenchment Only)-New AIUseTime for modding: OnlyWhenManyTargetsInRange. (Entrenchment Only)-Fixed bug with mines not targetting or detonating if their owner player didn't have vision at their planet. (Entrenchment Only)-Fixed bug with NanoHullRepair sound effect.-Included missing dll's to make sure ConvertData runs correctly for modders.-Included Developer builds for modders.
where did you get that?
I have looked all over for info about the hotfix, and can't find anything.
its under the 1.18 and 1.04 change log between relpy 275 and 300
here is a link for the modding utilities v1.18a
http://www.mediafire.com/?ibhzwbgdlj2
if you want to see what the diferences in the entity files is you can read the smod-entrenchment v1.03.txt & dmod-entrenchment v1.03.txt ie the source and replacement lines for entities, and you will also have to alter the entity manifest as ironclad had added some new entities relating to cap colonisers and others THAT ARE VITAL
when I get the files uploaded to other sites I will add to this post
edit just finished uploading to
http://www.gamingvault.net/index.php?app=downloads&showfile=133 gamingvault closed
and here is the filefrom link
http://www.filefront.com/14657295/modding%20utilities1.18a.rar
Awsome, thanks Harpo!
Awesome! This is much appreciated Harpo
Awesome!!! Thank you Harpo
harpooo know what we need
great !!!!!
thanks harpo , gonna be testing this out on soa2 :>
after 1 i say go strate to 3 and dont waste time with 2, as it will be inefficient and slow in effect a waste of time when considering 3.
agent that was my intention, but it is a MAJOR re-write of the mod updater, and I do want to finish the string editor this year RL & patches allowing
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