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Current Version:
Fall of Kobol Downloads
No longer enhanced but available:
SotF: Fall of Kobol Diplomacy/Trinity 1.043
How To Install Sins of the Fallen
Important: RESTART Sins of a Solar Empire after activating the mod. This will avoid a common mini-dump after starting a game. If the game mini-dumps attempting to deactivate the mod (i.e. similar issue), then delete the EnabledMods.txt in your rebellion mod folder.
How to Activate Sins of the Fallen
Sins of the Fallen: Fall of Kobol
A Battlestar Galactica mod for Sins of the Solar Empire
Release Date: TBD
NOTICE: This fan based modification is completely unofficial and is in no way endorsed or affiliated with Syfy(formally Sci-Fi), NBC, Universal Studios, Relic, Sierra, Aspyr, Stardock or Ironclad Games. All trademarks, logos, sounds, and video are the property of their respective owners. This fan based modification is strictly non-commercial and may not be used for any commercial purposes!
* This mod uses some assets from Sins of the 13th Tribe (credit will be listed in the readme when released).
Quick synopsis
This mod introduces the colonial and cylon factions to the Sins of the Fallen universe. Both races will be playable with any of the planets, addons, and races included in Sins of the Fallen including the stock races. Both the colonial and cylon's factions will be balanced against the stock factions to support this approach.
Colonial Fleet
Relying on heavily armored and armed ships the colonial fleet is always on the defense looking for cylon incursions. Lacking shields of any kind Battlestar Point Defense systems are used to intercept incoming weapons and minimize damage to nearby frigates and cruisers supporting the fleet.
Colonial Sound Dialogue Script (link)
Cylon Armada
If you can edit text files, talk coherently or otherwise provide thoughtful feedback you can help this mod complete.
Contributions can be emailed to: zombiesrus5 at gmail dot com
Number Six: Status is given to those that had a significant impact either on this mod or the original Sot13T.
Members: Koobalt, Kyogre12, Coxxon, Kreeargh, Unknown Sexy Cylon Voice
Centurian: Status is given to those that are senior modder, preferably connected to Eclipse and making active changes to the mod through SVN.
Please email me for development SVN access which is different from the playtest SVN noted above.
Members: ZombiesRus5
War-era Centurian: Status is given to those that actively contribute to the mod.
Members: Crazyfrywad, Mord_Sith84, Cylon_Luvr, UnassumingWhiteGuy
U-87 Cyber Combat Unit: Status is given to those that have contributed at any point to the mod.
Members: Stalcore, JonJay
Civilian Model: Status is given to those that help test or otherwise provide valuable feedback.
Members: Unikraken, SpardaSon21, holybeast
Toaster: You like to play the mod which is good enough. Check into the forums if you want your call sign added.
Unknown Members: 2500+ souls or machines
Known Members: Alexbond45, danny1199, Dedzone007, vackillers, MackyG, TheTrueLost
Modding Contributions Needed
Hey Zombie, how's things mate? Has this mod been finished i.e will you make any additional changes?
First off, Zombie you did a great job on the mod. I did want to mention a couple of things about the crashing folks have been having and a way to fix it.
When I first loaded it up, I would get about 15 minutes into a game and get a minidump. This was regardless of setting everything in effects to low and only loading up the Colonial and Cylons.
After tweaking the mod loading order, all crashes are gone. I have had all the effects set to highest with all races turned on in both Sins of the Fallen and The Fall of Kobol. I played for 14 hours straight over the weekend with no issues at all.
To fix the crashes all I did was move 3 out of the 4 addons mods to the bottom to load after everything else, but right before the Core mod. I have copied my EnabledMods file below as a reference for anyone interested. I did mention above I have loaded everything up with no problems, but the below stuff is how I usually play.
If you want to load the rest of the races, just simply insert them as normal and in the order Zombie specifies in his How To file. As an afterthought, I have not tried using the disable mods he had included for the titans and super weapons, or language convertors, so if anyone uses them, you'll have to see if they work this way or not.
-----------
TXTVersion 0enabledModNameCount 11enabledModName "SotF(1) Planets(0..1) SinsPlus Reb"enabledModName "SotF(2) Addon(0..m) Moons Reb"enabledModName "SotF(3) Militia(0..1) Colonial Reb"enabledModName "SotF(3) Militia(0..1) Cylon Reb"enabledModName "SotF(4) Race(1..m) Colonial Reb"enabledModName "SotF(4) Race(1..m) Cylon Reb"enabledModName "SotF(5) Core(0..1) Flagship Reb"enabledModName "SotF(2) Addon(0..m) Artifacts Reb"enabledModName "SotF(2) Addon(0..m) Bonus Density Reb"enabledModName "SotF(2) Addon(0..m) Effects Reb"enabledModName "SotF(5) Core(1..1) Reb"
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Cool. I always seem to get a minidump whenever I am playing against Hypercorp... about 3 hours into the game. Assuming that there may be a research item that the AI tries to complete, which causes the crash.
Well hopefully changing the load order will fix it for you. I was getting pretty frustrated at barely getting started and crashing. But it seems pretty stable so far and it's nice to have all the graphics turned up where they should be.
I'm only using the FoK parts and I'm enabling them in the correct order, but I'm crashing A LOT. Anyone have any tips for me?
They're not minidumps either, legit crash to desktop without any warning.
So time to actually report a bug, I have a save file and enabled mods text linked below to see if you can reproduce the error. I've played it from both sides and the only thing that looks like it may be related is a cylon ship arriving at a planet called antenor or a columbia class getting near a planet, I can't see anything else, but maybe one of you can. The error happens about 30 seconds into the save.
http://www.mediafire.com/download/6aqtl8ntq87w6yn/BSG.zip
Also minor bug I noticed recently, it looks like the UV map for the cylon fighter is jacked up.
Have you tried to update to the Sins Beta patch? Not sure if that will help, I did forget to put in my comment about crashing that I am using the 1.82 beta patch.
Basestar disable ability works on the Columbia battlestar while it has the cannot disable ability activated.
"I wouldn't mind if I had the models and the textures in their raw vector format so I wouldn't have to do much work. If I had to do it from scratch, no way."
So per the quote above I've got a guy (Zero from HHF) willing to dick around with your spec maps if you can get us the models and textures.
I'm thinking that Zombie is having a break from this mod... weird that we haven't heard anything from him at all though....
we have been having a rough winter in the states. A lot of snow and very cold temps. Might have something to do with Z's being gone.
So ,guys, I am getting a minidump when I am enabling the mods in the correct order. The final one "SotF(5) Core(1..1) Reb" always causes a minidump after a couple of seconds. I looked through the pdf files for solutions but none of them worked, so please don't just tell me to read that.
Thanks for any help!
John put the order the way I stated in my post and the mini-dumps should go away.
They did not go away. I don't have most of those folders, but I took away the ones I didn't have and still no luck.
Can you paste your Enable file in here?
TXT
Version 0
enabledModNameCount 6 enabledModName "SotF(3) Militia(0..1) Colonial Reb"
enabledModName "SotF(3) Militia(0..1) Cylon Reb"
enabledModName "SotF(4) Race(1..m) Colonial Reb"
enabledModName "SotF(4) Race(1..m) Cylon Reb"
enabledModName "SotF(2) Addon(0..m) Artifacts Reb"
enabledModName "SotF(5) Core(1..1) Reb"
I don't see an issue with your load order. When you downloaded the mod, did your patch it correctly?
Perhaps I am missing something, but why can't I play as the stock teams with this mod? When I activate it, I can choose the Cylon Rebels/Loyalists and the Colonial Rebels/Loyalists but not the TEC, Vasari, or Advent teams? Is this how it is supposed to be (to create a more unique BSG experience?).
Hello, I keep getting a minidump when activating. I've followed instructions. Does this MOD work with the latest rebellion? It may be 1.82. I'm using the copy of rebellion installed from steam. I have not installed the original Sins (from CD).
Any idea? Thanks.
Harvey, not sure if you have them loaded, but to play with the original races you have to have them downloaded, put in the mod folder, and have the races you want to be playable in the modlist.
Bsg is a standalone mod and will not automatically give you access to the original races (as far as I know). You have to have the modified ones installed and activated.
Colonnello, yes it works with 1.82 and even the beta versions. Check your mod activation list and make sure you have it activating in the proper order otherwise you will never get it working.
Also, something else to check on: Make sure when you download the mods you download the original mod, then the update, then Kobol. If you don't copy the files over updating it in the correct order all you will manage to do is get repeated mini-dumps.
I have been toying with the idea of taking my working copy and uploading it for folks to download a properly updated and working Bsg mod with all the races, as well as a working EnabledMod file for everyone. I haven't yet because I didn't want to piss Zombie off. If he reads this and doesn't mind me doing it, I will to help some of you folks out that are having issues.
I have heavily modified the stock Bsg mods Zombie has made and have no issues. So there should be absolutely no reason anyone cannot have every stock race, etc activated and running smoothly on max settings on the 'stock' Bsg mod Zombie has released to the public. That is as long as you have a system that will handle it.
Is dead? Dead.
Maybe I'll get a alpha release uploaded after another 5 years
Its been Zombiefied.
Got a problem, after I downloaded this mod after not playing this mod in such a long time, the Cylon and Colonial races are missing from the mod... I downloaded the Full version (500mb+) and its all in there except the 2 most important things of this entire mod lol... It has all the default races but not those 2.
Are they in a separate download?
EDIT: ahhh found them, their in the first download, not the full download... nevermind... feel like an idiot lol... Hopefully this works with Rebellion 1.82
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