I want to add a repair ability to the drone host, it is base off of the repair platform. I copied the ability and buff of the original and change the file name and add that ability to the drone host. Now I created a new mod folder and generated a manifest. This is the first time I have tried adding a new file to the game, all this time I've only been tweaking numbers, swapping abilities and such. The game crashes when I activate the mod. Why is that?
I have isolated the problem by changing the entity files around, swapping sets of different files with different changes. If I just change the values of existing abilities or object, it works. But the second I add a new file to the folder and the manifest, it crashes. What am I missing?
you ARE adding to the COUNT of entities in the start of the entity manifest?
if you could post a copy of the mod you are creating I could advise further after looking at it
harpo
http://www.mediafire.com/?283l0syll04rds2
The manifest is created new with your tools. I just counted the number and it is correct. Thanks for the help.
when I checked the 'entity.manifest' in your mod set, I saw that you ONLY had the files from the mod folder (the mod ONLY facility of the manifest maker was for the total conversion mods), for simple add on mods like yous, you SHOULD have all the sections ticked up to AND including the expansion the mod is for, eg an entrenchment mod would NEED the mods,sins & entrenchment boxes ticked, but the diplomacy not ticked, a sins only mod does NOT use the manifests BUT does NEED all the files in the gameinfo folder, and a diplomacy mod is like entrenchment only need the CHANGED/added files. by the way where did you get the source files for your mod, was it MY reference files thread, or was it the ancient entrenchment 1.0 forgetools set?
as after replacing the manifest with a more complete set I still got a minidump(can be caused by manifest AND entity issues)
The files are from your reference pack as I can't get your convert tools to work But I got my mod to work by putting all of the reference files into my mod gameinfo folder minus the faulty ones. Then create a new manifest with those. Because when I use the manifest maker I can only tick "the Mod" and not "Sins" since it will keeping searching for the directory(?) and then gives an error message, probably because I installed the game on another drive?
I got another question ( a bit off topic however). What does the manifest really do? I thought it was used to tell the game what files it needs to load, but when I remove entity(s) from gameinfo but are still in the manifest, the game still seems to work fine. Thanks for help btw.
do you have a steam or impulse or trinity sins?(i want to know so that I can add the respective check points to the utilites so that this sort of issue does not happen again)
all of my utilities use the stardock install value to point to the sins installation location ie registry value
'HKEY_LOCAL_MACHINE\SOFTWARE\Stardock\Drengin.net\sins' with the path value holding the full path to the game install folder
and For Vista 64 bit and windows 7 64bit;'HKLM>SOFTWARE>Wow6432Node>Stardock>Drengin.net>sins' with the path value holding the full path to the game install folder
if you have the steaming version could you possibly give me a registry location that could locate the install folder? ie open regedit, and do a search for the path to the sins install folder in your computer,
by the way which file(s) do you claim to be faulty in my reference sets?
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