DracoRedux

DracoRedux

Joined Member # 3953183
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[quote who="Lavo_2" reply="569" id="3356577"] Quoting DracoRedux, reply 567On a semi separate note, do you have any idea if harpo's conversion utility works for converting from .BIN to .TXT so I can make tweaks to different ships? All replies are appreciated. All ship stat files (.entity) are in TXT. No need to convert those. [/quote] Wow, I apologize for my laziness. I did not even think to check before I asked as they have never been in .TXT in the past to

747 Replies 2,203,340 Views

Lavo_2, I want to thank you and the rest of the SOGE team for all of your hard work and time that you put into this mod. I have been following it and using it for a long time. It is the only mod I have ever used. On a semi separate note, do you have any idea if harpo's conversion utility works for converting from .BIN to .TXT so I can make tweaks to different ships? All replies are appreciated. -Draco

747 Replies 2,203,340 Views

[quote who="DracoRedux" reply="1092" id="3193761"] Quoting GoaFan77, reply 1091 Quoting DracoRedux, reply 1090The entity.manifest was updated and I loaded the game with the dev exe, but the mods do not even show up there. Could the update for the Steam version be causing the dump? I am using that version. The dev.exe has a different mod folder than normal now, you'll have to copy the mods over there. Ok, I ran the mod through the dev.exe a

2,761 Replies 7,632,436 Views

[quote who="GoaFan77" reply="1091" id="3193756"] Quoting DracoRedux, reply 1090The entity.manifest was updated and I loaded the game with the dev exe, but the mods do not even show up there. Could the update for the Steam version be causing the dump? I am using that version. The dev.exe has a different mod folder than normal now, you'll have to copy the mods over there.[/quote] Ok, I ran the mod through the dev.exe and I received two errors:

2,761 Replies 7,632,436 Views

The entity.manifest was updated and I loaded the game with the dev exe, but the mods do not even show up there. Could the update for the Steam version be causing the dump? I am using that version. -Draco

2,761 Replies 7,632,436 Views

So, I thought I would take the plunge and make a mod replacing the fleet research for an added race from the Requiem mod beta. I wanted to have more fleet supply so I could do a 1v9 comp stomp on unfair. However, using any of the default race files would give them the bonus as well. So, I set about editing the Tech fleet research by renaming them and changing all the names/descriptions in the player.entity. Then, I added said files to the entity.manifest. I loaded the game and activated the m

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[quote who="Lavo_2" reply="1076" id="3192996"]You can make new research files for the new race, which have different logistics values.[/quote] So, modders do this to save time? -Draco

2,761 Replies 7,632,436 Views

I was looking through a particular mod's player.entity files and noticed the races use research subjects from vanilla races. A specific example would be the "maxshipslots" and "maxcapitalships". Is it a hard coded limit not to be able to create new research subjects(specifically regarding ship logistics slots) for new races? I ask because I was tinkering with some of the entity files trying to balance the power (or unbalance) of various races. However, changing one would change the

2,761 Replies 7,632,436 Views

[quote who="GoaFan77" reply="1064" id="3192161"] Quoting DracoRedux, reply 1063I do have another question. How does the game load mods? Does every mod have to be a "total conversion" and contain all game files or does it procedurally load them and give mod files a higher priority? I've always just modded the files I wanted and replaced the originals with the edited after converting back to binary. Is there an easier way to do it for smaller mods? Unless you are working wit

2,761 Replies 7,632,436 Views

[quote who="Sinperium" reply="115" id="3191961"]I had thought Harpo's thread was stickied already! This should have happened long ago. I think we need a new forum section for "Utilities" to encourage people to develop things like this and where they can be prominently stickied.[/quote] ^ Read above. Considering some of the useless things that get stickied, I'm in awe this hasn't been already. It has helped so many people.

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[quote who="GoaFan77" reply="1062" id="3191964"] Quoting DracoRedux, reply 1061Well, I've been doing some small tweaks to my game since the original Sins. However, I can't get anything to work after this latest patch. I was trying to implement multiple titans through an ability and was setting up a test environment for it. I edited terranhome.entity, maxcapships for tech, and maxsupply for tech. The objectives were to give myself enough logistics slots to get 8 of each lab,

2,761 Replies 7,632,436 Views

Well, I've been doing some small tweaks to my game since the original Sins. However, I can't get anything to work after this latest patch. I was trying to implement multiple titans through an ability and was setting up a test environment for it. I edited terranhome.entity, maxcapships for tech, and maxsupply for tech. The objectives were to give myself enough logistics slots to get 8 of each lab, enough capital ship slots to test how many ships I could handle, and the same for s

2,761 Replies 7,632,436 Views

[quote who="harpo99999" reply="341" id="3178660"]the current release of the textbin gui has only partial support for rebellion, BUT there is a beta version named sinstextbinner2.exe in the textbin gui thread that should be rebellion friendly, but I have not had enough time to do much testing of it due to RL backlogs. and the release version does want all the convertdata_ExPaNsIoN exe's in it's folder, but does fall back to the install locations of the original sins,entrench

370 Replies 936,774 Views

[quote who="harpo99999" reply="339" id="3175771"]semazralan, at present I do NOT, and from what I have seen ie the extra line in meshes, the extra weapons and their lines in the entities, then there will not be as far too much alteration for the small utilities that I write. icdan, the steps to use the sinstextbinner are 1 copy the entire sins (expansion) folder out of the program files tree 2 (if wanting to work with rebellion files only) copy the convertdata

370 Replies 936,774 Views

[quote who="GoaFan77" reply="946" id="3176052"] First of all, what version of Sins are you modding? Including all the game files is needed only for Vanilla Sins, with any of the expansions you just need the files you changed. There is no such thing as an "invalid" checksum, the checksum is used just to make sure two different computers have the same changes made, so its basically used to double check instillation and for multiplayer. I don't know why having all the files i

2,761 Replies 7,632,436 Views

Greetings all, I noticed that loading the whole game folder as a mod takes quite a while. I only use a handful of files in my mods at any given time. However, the mods don;t work if I only include those files. I assume this is due to an invalid checksum. So, I'd like to know which file is responsible for the checksum or if something else may be causing the issue if I'm wrong.

2,761 Replies 7,632,436 Views

[quote who="Lavo_2" reply="6" id="3175892"]Petfire, SoGE n'est pas comptable avec Rebellion a ce moment. Je travail fort pour le convertir. Aussi, je parle français si tu veux communiquer avec moi en français.[/quote] You know....I don't speak french, but I think I got the gist of that. ^^

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[quote who="SZ0" reply="99" id="3175353"]You can get it to work with a bit of a work around. If you copy the ConvertData_Rebellion.exe and put it 3 times in the Progam Files(86)>StardockGames>SoaSE folder in place of the OriginalSins, Entrenchment & Diplomacy ConvertData. I think if an appropriate ConvertData is not found with the Utility it defaults to the Old Game folder's Covertdata's in the StardockGames Folder, so by replacing them with the Rebellion ConvertData does th

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