Modder currently developing Sins of the Fallen, a mod for Sins of a Solar Empire.
Looks like the short answer right now is the Maelstrom planets require the DLC to be fully playable.
thanks I'll look into it
Found this issue. Part of the research relied on the DLC while the planets did not. It's fixed in the latest build 40.5
Do you have the DLC?
The downloaded had a corrupted file causing a crash on load. I've uploaded a new file to correct it.
Also, the file downloaded had a corrupted file causing a crash on load. I've uploaded a new file to correct it.
It's in the description if you click read more...
It's a single mod file to activate so should be pretty simple.
Thanks, I'm investigating
Thanks, Fixed the download!
Must have went cross-eyed while I was uploading this...
Sadly the there isn't much mod support for Outlaws. I mainly had to make a change to strip strikecraft from Outlaws (BSG mod) because the Player AI doesn't know how to use them.
It's part of the main mod as standard now.
Fixed in the latest 1.85.45 build
Assuming you've converted all the files to TXT, the next step would be to associate the sub-mods with the main core mod by clicking project properties and associate project.
Conversely, for core right click on the project and click project properties then associate ALL of the sub mods.
After that everything should validate correctly.
I do have Galaxy Forge's for the Mod in the planet folders. If you just wanted to make one for the main mod, all that is required for any MOD is to copy the Galaxy Forge folder from the Sins directory. And then overlay the GalaxyScenarioDef.galaxyScenarioDef file from the Core GameInfo directory into the Galaxy Forge directory just made.
First thing I would suggest is apply LAA if you're running Win64 and have 8GB or RAM. If not, I'd suggest setting your effects quality lower High Texture, Medium effects, and Low Bump
Transhuman Science -> Relic Colonization
You need the full versions to mix/match things.
Baked is intended to remove the activation complexity but this also removes the flexibility of the full versions.
There won't be any more factions.
I don't document things that can be discovered by playing the game ;)
It only autocasts when the ship takes 10% damage per the ability.
What's your checksum?
What Sins version do you have?
Do you have LAA applied?
The baked is the easiest to sample the mod. I have by far the most complicated mod setup for the Full Version. That said it also provides the most configurability of any mod currently out there for Sins.
Start with baked. Activate the single baked folder per the instructions.
Then try changing out the militias or pirates with the addons included in the baked version.
This mod is also compatible with Fall of Kobol so the full version allows you to mix and match up to 9 different complete factions. This is where the activation process gets a little more complicated but if you watch the video and read the install it's really not to bad. I've also named the mod parts so they sort in the order they should be activated in.
I'm really approachable too so feel free to send me a message on moddb if you have questions or need help.
I don't see any solid gray shapes on any Rogue ship.
The download was updated with the fix. Thanks!
My CVS server crashed so getting a full change log is delayed while I rebuild it.
It's probably the flagship mini-mod. I uploaded a new download into the 1.85.40 link to fix the issue. It didn't popup in my testing because I had all the fallen factions activated which hid the issue. Sorry for requiring another download. Alternatively you can deactivate the flagship mini-mod.
I've updated the download in this link to fix the flagship issue. It was a corrupted dummy shield mesh on the SotF ships causing the issue. It didn't popup to me when I tested flagships as I had all the fallen factions activated hence overriding the dummy mesh as appropriate.
What is the issue with 7zip?