Project leader and creator of Star Wars: Interregnum and the Enhanced 4X mod.
Please send me the save so I can see if it happens on my PC. I'll take a look particularly at the TEC Rebels. I'm not aware of any issues with them.
I'm afraid not. Large Sins mods are almost never compatible with each other, unless they're designed to work that way from the beginning, as E4X and Interregnum are.
Okay, so you couldn't start the mod before, but can now after redownload? If so, then you should probably turn the errors off. The game sometimes throws minor errors like that at stuff mods do and it's normal. I just wanted to know the errors if you couldn't load the mod.
Fascinating, I guess I better check if the download has been corrupted.
Beta 1.0 will be when the New Republic is released.
Interesting. It seems the AT-TE is the only thing in all of the new canon that has a Mass Driver oddly enough.
While fighters are a big cause of lag, this mod has actually reduced their numbers compared to vanilla. Carrier cruisers are also more expensive than vanilla. The Empire does have a lot of cruisers that can carry 3 tie fighters each, which can complicate things, but I'd be surprised if it was worse than unmodded Sins.
One last thing to try. One comment above mentioned a missing file error. Can you try one of the following for me.
1. Run the mod with the developer.exe (will need to move it to a different mod folder).
2. Open your rebellion.user.setting file and change "ShowErrors" to true. The try enabling the mod again.
Let me know if you get any error popups before the crash. A DirectXAssert: [!FAILED(dxVerifyHR)] is harmless, but anything else would be unusual.
Mitigation is supposed to rise and fall and ships take damage, but I thought I made sure they couldn't get 100% mitigation even with the minimods. Could you show a screenshot of a ship with 100% mitigation?
You do not need any DLCs to run this mod, just Rebellion. The DLC features you do have will be used with the mod, but they are not required.
Checksum of zero means the game is not finding the mod files. Usually this is caused by your extraction software creating an extra folder when unzipping the .zip file you downloaded. It should be something like "Mods-Rebellion v1.85" -> "Enhanced 4X Mod 1.83" -> "GameInfo". If you have "Mods-Rebellion v1.85" -> "Enhanced 4X Mod 1.83" -> "Enhanced 4X Mod 1.83" -> "GameInfo", then you have an extra folder and need to move everything up a level.
I concern myself with improving the gameplay, not graphics mostly, but the main weapon effects mods I know of are Bailknight's Graphics Mod and I believe it was called Total Effects. Both might have versions that still work, but they're not being actively developed.
There is a minimod that disables superweapons, yes.
Are you using any other mods? That file should be in the download, so I don't know why it's not finding it.
Currently all my free modding time is going into trying to track down and figure out this bug. Sadly it is the most difficult bug I've ever seen, it is possible it could be an AI issue that I cannot directly fix, or even tell what is going wrong with it.
The Eclipse will definitely be added to the mod. :-)
The CIS and Republic will not, but Clone Wars era ships will still be added and appear in other ways.
It does! :-)
If you do what I do in the video and enable the mod from the in game mod launcher, the checksum will update above the "Show Mod Path" button before you actually hit "Apply Changes" (and crash). If the checksum number doesn't match the one given on the download page, that is usually a good sign something is wrong with the installation (corrupted download, wrong mod order etc).
It's been time for an installation video for a while, I just finally have a recording setup for my Desktop that I find use able. The older program I was using only recorded in game.
Do you feel they are less diverse than the other factions? What differences would you like to see?
I personally haven't had any issues with E4X 1.83 on Rebellion 1.91. I have the steam English version of the game. Do you have a different version of the game or anything else that might be unique that you can think of?
Can you tell me just how this situation occurred? I take it you were using the expanded research minimod? Was there anything else in play that could raise the shield mitigation?
Well first of all, the latest version of Interregnum is 3.31. Is there a reason you aren't using that? Moddb.com
Second, you might be installing the mod wrong (though your mod folder location looks right). Indeed you no longer need to use LAA, and should not do so. You can find updated installation instructions here, along with a video. :-) Moddb.com
If that still doesn't help, let me know and tell me what your checksum is from the in game mod menu.
1. A bit too early to say yet, but I'm sure we'll try to get you guys something new for the holidays. :-)
2. Turn of trade ships and try not to have too many background programs. If the crash occurs even after an autosave, please send me the save file and a crash report so I can investigate it.
No reason not to try it now. :-)
Is your checksum zero? If it looks like nothing has changed, your zip extraction software likely created an extra folder that is throwing the game off when it tries to load the mod assets. Check out here for instructions, including the new video that talks about this issue, among other things.
Just one example is fine.
Could you put the exact text of what it says? I've never heard anyone getting a path not found error while enabling the mod before.
If the game is giving you errors, that really shouldn't be happening either, but maybe it will help us figure out what the issue is.
The Mandalorians will be getting a new ship in the Beskar minimod in the next update, the Vengeance frigate.
The E4X Mod is usually the place to discuss changes to the vanilla races. A few get new capitalship options in Interregnum, and we had to change how Truce Amongst Rogues works for the TEC Rebels/HTS. But I try to keep things balanced between Interregnum and E4X.
I'm trying not to fill out too many details, since I'm hoping we'll get some more info in a fact book or something about its technical capabilities. But spawning a CR90 would be pretty cool.
MC80A would be most likely to be replaced just due to the model. But we could just add it without removing anything as well.