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
I had an idea that could improve the mod updater and make it easier to use as a mod converter between expansions eg entrenchment to diplomacy
I am starting on an update to the mod updater program that will have the effect of slightly speeding up the program AND reducing the number of files un-nessecerly updated. the new version of the program will need a change in the format of the s & d txt files that hold the instrctions for the updater, I might also add the ability to get the raw convertdata's from the sins program folder if the specific versions are not available, (but the reason I use the specific version is that versions before sins 1.18/entrenchment 1.04 were NOT backward compatible ie not convert correctly files that had been processed with a previous version.
new info, the updates to the mod updater exe are working for special methods of updating mods from a copy of the entrenchment 1.041 mods to the current diplomacy 0.95 and then building a new entity.manifest with the manifest maker.
I tested the results with my megasb mod and all parts are working( no player*.entity files, but the mods that are likely to cause difficulties are the ones with altered/new player*.entity files. I am going to test another mod that has altered player entity files.
Hello harpo,
I read your comment on the realcapitalships mod to getting it to work for the latest Entrenchment and I have a query.
I created reference files as per your instructions
I ran your program and it converted the realcapitalships mod but failed on these 3 files
StarBasePhase.entityStarBasePsi.entityStarBaseTech.entityI tried installing the mod anyway but it minidumped.
So I simply copied those 3 files from the reference source into the mods folder, question being, was that correct?
The mod now loads in the game and appears to work, but I can't be sure if those 3 files were important.
Thanks for your time
edit- i read the original uploaders comments and he says the starbases are a little more stronger and expensive, I am quite sure everything was the same cost
luckynv, I have just tried updating the real capitals mod with the updater, but for me all the frigates,planets,planet modules,starbases starbase upgrades could not be converted to text for updating which suggests that my copy is corrupt, but as it uses a seperate decompressor to actually extract the files into the correct folder with the correct structure,either the decompressor does not use errorchecking or is corrupting the files. I will test furtherthis evening. and copying the reference files would put the starbase as original, but the costs for the starbase upgrades are in the starbase upgrades entities
Your updater works mostly for me, just those 3 files
the capital ships are modded from what I can see, they cost more, take much longer to build,the weapon systems are upgraded, the weapon effects are also modded, the upgrade tech tree for the weapons are changed too.
I just extracted the files using 7zip and then copied the folder to the correct mods folder.
lucknv, the updater uses the convertdata's from ironclad for the(older in this example the 1.03 convertdata_entrenchment.exe) convert to txt to update, test to see if it converted to txt, then update, then the latest convertdata eg convertdata_entrenchment from the 1.041 update), then test to see that it converted BACK to bin, if the file fails the first of the converts testing then it is NOT updated and listed in the failed to update.
I did work around my issue with the files not converting to txt by using my txtbin gui on the mod in the mods-entrenchment v1.03 folder, then using the updater on the mod folder, then binning the mod in the mods-entrenchment v1.041 folder, this converted without problems.
hope this helps
Hey harpo, first thanks for giving us these tools, its really helpful
Now to the problem, after i got diplomacy yesterday the manifest maker keep including the the diplomacy entities even though i untick the box in the manifest maker. I could solve this by moving my mod to diplomacy instead of entrenchment , but I would prefer to finish it in entrenchment and then move on.
The version I downloaded is the one from 1/1/2010 dropbox.
I am running windows vista 64 and had to download and register richtx32.ocx. I did that and now i am having issues running the program after I select the source folder and click on the select button I get "Run-time error '76': path not found. Any help would be great.
gruntmaster, try the updated manifest maker in the sins textbin gui v1.181+d95.rar. it should have the latest diplo/entenchment working manifest maker dated 27/11/2009
bdax, are you doubleclicking into the Mods- source folder? if you do Not doubleclick into the folder then the path errors are likely. I am thinking about adding further checking to the source folder button to force the selection of the Mods-V#.###,Mods-Entrenchment V#.###,Mods-Diplomacy V#.### folders only.
bloody code crapping pigeons.
the cyats are offically on the warpath against all that support /supply those crapping pigeons, and they Will eat all those they find to have helped those pigeons at any time.
the harpo's are assisting the cyats to the best of their abilities and have declare war upo the coding pigeons
oh the date for my manifest maker is 27/5/2009 so must be an outdated version, I'll try the other one and tell wether it worked or not.
EDIT: goddamn cyats, they hate everything we stand for.
gruntmaster, I did not know you LIKED being crapped upon by the pigeons. if so then you are at risk of being eaten by the cyats.
ah, misreaded your reply
btw I have tried every link now i think with the same results, I can solve it by moving the diplomacy map out of the install folder while making the manifest. Also I don't know if this helps, but the diplomacy tick has three questionmarks after diplomacy.
Hi Harpo
No I just single click on it and then it comes up with that error. Is there a file that i can post to help you help me.
I also wanted to say thanks for coming out with this program.
Bdax
bdax it sounds like you are seeing the folders inside the mod folder have a look at the revised instructions for the manifest maker.
1 select which type of manifests you want made, ie entity, brush, galaxy, player pictures, player themes, and skybox based on which files you have added (created)2 select which areas to get the files from ie the mod, base vanilla sins, entrenchment, etcif you are making a total conversion for entrenchment then I suggest JUST the mod should be ticked, but for all other entrenchment mods then I suggest all three boxes are ticked3 browse to the mod's folder and open the folder so that you can see the subfolders like the gameinfo etc, (this requires a doubleclick)4 click on the button labeled "4. work on this mod" which tells the program that the open folder you browsed to in step 3 is the one you want the manifests made for5 click on "5. rename old manifests & create new manifests for the mod" to re-name the old manifests to '*.manifest.old' and build new manifests of the types you selected in step 1 including all of the files in the areas you selected in step 2. this should only take about ten to twenty seconds6 if you want to build more manifests start at step 1 otherwise click on '6. exit' to exit the program.
btw he changes are in red, the important step that is the cause of problems is bolded
Would this tool work to update Volumetric Mod to Diplomacy Beta?
not yet, but I am working on the nesacary changes to BOTH the program and the instruction files and this is a major task.
It was designed initially as a within expanion mod updater, but not between expansions.
the only changes that I have found between 1.041 and diplomacy in the entitys is an ADDED line at the end of the frigate AND capships 'allegianceDecreasePerRoundtrip 0.000000', although there are major differences in the player entities due to the diplomacy research and relationships windows.
the best way would be to use a set of texted reference files from 0.95 and text the volumetric and reference entrenchment 1.041 files and compare the volumetric with the entrenchment refs, and make similar changes to the diplomacy references.
just a note to let everyone know i am still in the middle of downloading sins 1.19/entrenchment 1.05/diplomacy 1.0 due partly to my ISP a having a small download limit of only 35gb peak and having throtled my account a fortnight ago.
when I have all the files downloaded, I will be preparing my reference files and updating my modding utilities to the 1.19 release which will have all the usual utilities with the latest versions of the exe's and all the relevent convertdata's.
as for the mod updater updating entrenchment to diplomacy the answer is NO. due to the major changes in the player entity's due to the relations window this makes the only practical way the manual method the same as vanilla to entrenchment.
and from what I have already seen in the entity's the only potentially mod breaking changes are adding 2 new buttons in the main menu in vanilla 2 new string entries in both vanilla and entrenchment and one new button in the entrenchment main menu, all the other changes relate to the changed values of hull,shields & weapons.
due to the OLD fx files that are in some mods pipelineeffect folder that are breaking some mods I am adding a feature that can ignore particular files during the copy phase so that the mods will work with only string errors. I will release the improved version when it is complete
here is the latest modding utility pack for sins 1.19/entrenchment 1.05 AND diplomacy 1.00
file front http://www.filefront.com/15521227/harpos-modding-tools-1.19.rar/
I will post other links as I upload them
Ok, I am beyond confused at this point. I'm a new modder and have never really tried to do the whole modding thing before. But I am so stuck it isn't even funny. I have looked everywhere and I'm not finding a proper set of instructions anywhere on how to update mods.
I just installed Sins. Updated immediately 1.19. I downloaded Real Capital Ships 1.16 (since I don't want to bother with entrenchment right now). Now, understand that I only have 1 mod folder available to me right now (Mods-v1.19). So I stick my mod in there. Of course, trying to staight up load it into the game as-is leads to a mini dump. So I load up the newest 1.19 updater from Harpo. I first try selecting the source AND destination folders as Mods-v1.19. That didn't work. So I then made a second folder which I named "Mods-v1.16" (since the mod I want is a 1.16 mod). I put the mod in there. Made that my source folder. Made the destination folder 1.19. Click update and it gives me no errors at all. I click exit. Still mini dumps.
EDIT*********************: A quick change- I figured out what was going on with my first problem. I still had the folder in the folder 1.19 and it couldn't copy over that folder. Emptying out the 1.19 got things working. Now the problem- I selected my source folder- destination folder- clicked copy. "ConvertData_OriginalSins1.16.exe has stopped working" on every entity. A LOT OF THEM. Crash after crash after crash. The list of files that couldn't be converted was huge. Any ideas? A total of 203 files copied but 38 did not (and it was the first 38 it ran across). And even after all that... ... it still mini-dumps. Any ideas?
campuschris, make a folder next to your mods-v1.19 called "Mods-v1.16", move the mod into the new folder that you just created AND make sure that the entire mod IS NOT in the mods-v1.19 folder, THEN run the mod updater, the mod updater will copy all the files and folders from the source mods- folder into the destination folder IF THE FILE DOES NOT EXIST IN THE DESTINATION FOLDER, update the entities as needed and create reports of what it has done in the destination folder.
from the outline of what you did I think that you had the mod still in the destination folder which is why nothing happened as the mod updater saw the same file and path names it did not copy/update the mod because it saw that the mod was already in the destination it assumed that the mod was for the 1.19 version and did not alter anything.
Harpo- I appreciate your amazingly swift response. Here is what has happened so far:
I followed your directions and removed everything from the 1.19 folder. I then I ran your program. This corrected my initial problem- the program began running and copying files from my 1.16 folder to my 1.19 folder.
I did, however, run across a second issue. 203 files copied, but there were 38 that "could not be checked & updated". That list from your program will be listed below (on each of the files that could not be updated/checked, the program ConvertData_OriginalSins1.16.exe would crash). I attempted to run the game and enable the mod. I got the checksum "13207791". Upon click enable, the game crashed and I received the alert "minidump". Any ideas?Files that could not be checked/updated:
RealCaptialShips\Gameinfo\AbilityRepairPlatformPhase.entityRealCaptialShips\Gameinfo\AbilityRepairPlatformPsi.entityRealCaptialShips\Gameinfo\AbilityRepairPlatformTech.entityRealCaptialShips\Gameinfo\BuffHyperspaceDisruptionSpawner.entityRealCaptialShips\Gameinfo\BuffPlanetShieldOnPlanet.entityRealCaptialShips\Gameinfo\CAPITALSHIP_PHASEBATTLESHIP.entityRealCaptialShips\Gameinfo\CAPITALSHIP_PHASECARRIER.entityRealCaptialShips\Gameinfo\CAPITALSHIP_PHASECOLONY.entityRealCaptialShips\Gameinfo\CAPITALSHIP_PHASESCOUT.entityRealCaptialShips\Gameinfo\CAPITALSHIP_PHASESIEGE.entityRealCaptialShips\Gameinfo\CAPITALSHIP_PSIBATTLEPSIONIC.entityRealCaptialShips\Gameinfo\CAPITALSHIP_PSIBATTLESHIP.entityRealCaptialShips\Gameinfo\CAPITALSHIP_PSICARRIER.entityRealCaptialShips\Gameinfo\CAPITALSHIP_PSICOLONY.entityRealCaptialShips\Gameinfo\CAPITALSHIP_PSIPLANETPSIONIC.entityRealCaptialShips\Gameinfo\CAPITALSHIP_TECHBATTLESHIP.entityRealCaptialShips\Gameinfo\CAPITALSHIP_TECHCARRIER.entityRealCaptialShips\Gameinfo\CAPITALSHIP_TECHCOLONY.entityRealCaptialShips\Gameinfo\CAPITALSHIP_TECHSIEGE.entityRealCaptialShips\Gameinfo\CAPITALSHIP_TECHSUPPORT.entityRealCaptialShips\Gameinfo\PlanetAsteroid.entityRealCaptialShips\Gameinfo\PlanetAsteroidBelt.entityRealCaptialShips\Gameinfo\PlanetAsteroidSpaceJunk.entityRealCaptialShips\Gameinfo\PlanetDeadAsteroid.entityRealCaptialShips\Gameinfo\PlanetGasGiant.entityRealCaptialShips\Gameinfo\PlanetPirateBase.entityRealCaptialShips\Gameinfo\PlanetPlasmaStorm.entityRealCaptialShips\Gameinfo\PlanetTerranHome.entityRealCaptialShips\Gameinfo\PlanetVolcanic.entityRealCaptialShips\Gameinfo\StarBasePhase.entityRealCaptialShips\Gameinfo\StarBasePsi.entityRealCaptialShips\Gameinfo\StarBaseTech.entityRealCaptialShips\Gameinfo\StarBaseUpgradePhaseToughness.entityRealCaptialShips\Gameinfo\StarBaseUpgradePhaseWeapons.entityRealCaptialShips\Gameinfo\StarBaseUpgradePsiToughness.entityRealCaptialShips\Gameinfo\StarBaseUpgradePsiWeapons.entityRealCaptialShips\Gameinfo\StarBaseUpgradeTechToughness.entityRealCaptialShips\Gameinfo\StarBaseUpgradeTechWeapons.entity
the version of real capital ships you have is for ENTRENCHMENT not vanilla sins. the clue that tipped me off was the starbase*.entity files, as starbases oNly came in in entrenchment, so I expect it to dump as the mod file requirements changed in a MAJOR fashion for entrenchment and diplomacy's requirements are the same as entrenchment.
for the novice player the quick way to tell if a mod is for vanilla sins is if there are NO manifest files in the first(root) folder of the mod, then it is for vanilla, if there ARE *>manifest files in the first(root) folder of the mod, then it is for either entrenchment OR diplomacy
Hey Harpo,
I keep getting a run time error 76 'path not found'. The mod I'm trying to update to 1.05E is from 1.03E, just to give you some more info.
In the past I haven't had any problems running this, so I have no idea what went wrong.
EDIT:
Well, it turn out it was because I hadn't started up the 1.05E version yet, so there was no folder.
However, i still couldn't convert because of run time error 52 'bad file name or number' right after I click on step 1.
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