Modder currently developing Sins of the Fallen, a mod for Sins of a Solar Empire.
This comment mainly shows a lack of understanding of how much effort is required to make a total conversion modification for this game.
Sorry, I missed this question. The FoK menu currently overrides the Sins of the Fallen menu when those factions are loaded.
The general bug fixes covered a lot of random things like:
Adding tangents to Hypercorp, Plague and Nephilim shield meshes (That was a lot of work)
Fixing string descriptions
Immortality had a bug with Rebellion that got fixed
It's likely running out of memory by loading too much or not having enough RAM. If he's got 64 bit OS he could try the EXE some of the other mods have provided that extends the amount of RAM the game can use.
What's your enabled mods look like?
If new models were ever made I would be willing to incorporate them if allowed.
That's odd, I'm getting a flagship to spawn for cylons. I did find note I need to fix the name/descriptions given to cylon flagships.
Some of the files that are generated didn't get converted back to BIN in one of the downloads. Functionally they are still the same.
There is no one making new models at this point for BSG.
It's in the FAQ
We've managed to ink a lot out of Sin's modding, but cross mod compatibility is nearly impossible with most mods unless they are minor graphical enhancements.
Figured it was common knowledge at this point.
It's the last comment in the thread. I didn't update the header.
Check the forum for a quick patch on that.
I'll look at it... for some reason that model keeps getting it's texture fubar'd. It has a really nice texture actually.
Not sure how long ago you tried... I have tried to make the activation order more obvious by number the mod parts in the order they should be activated. You don't have to remove other mods you have, just don't try and activate them at the same time.
And there is a known bug with the in-game mod activator that requires you to restart Sins Rebellion after activating or you'll mini-dump shortly after starting a map.
Here's what your enabled mods should look like.
Also a new 1.82 compatible version is available for Fall of Kobol (link on the sins forum).
enabledModName "SotF(1) Planets(0..1) Kobol Reb"
enabledModName "SotF(3) Militia(0..1) Colonial Reb"
enabledModName "SotF(4) Race(1..m) Cylon Reb"
enabledModName "SotF(4) Race(1..m) Colonial Reb"
enabledModName "SotF(5) Core(1..1) Reb"
It might be due to the number of particles and how late in the game. Also sins has issues sometimes displaying particles after loading a save game. One thing to try is increasing your particle count in ..\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Setting\rebellion.user.setting line MaxParticleCount.
The Heavy pirates if it is enabled should send capital ships with pirate raids.
lol, no. go away.
I'll take that as a complement.
Different mods not intended to run together typically won't work together. This is most likely the reason you are mini-dumping.
No. Only bug fixes would apply to Rogue and Hypercorp.
Yes. There will be a patch.
I know right... Starting to get better. Real life concerns pulled me away from almost all modding at the end of last year. Not what I wanted but things are slowly improving.
Hopefully sometime in the near future. I'd like to get the new Nephilim stuff ironed out first.
Release an old school text version of it.
Yeah, 2 of the 6 are rigged partially (Probably need more weapon points). They look really high quality partially due to how they are UV-mapped. This of course made the stock nephilim look well... like I textured them 4 years ago and didn't know any better ;)
;) I understood what you meant. Just commenting on what I put into this model :)
It's not as small as I thought due to the texture fixes and sound changes I made. I doubt I'll throw up a patch on moddb as a result.
I might release a smaller cumulative patch... I understand the file is rather large at this point and things like textures sounds don't change as much.
I fixed the hole in the Advent Rebel Titan Mesh if you want to use that from my mod.
If you didn't notice yet, they have a missing poly in the front of the Titan and the texture is also messed up on the left side where the hole is. I fixed the missing polygon and mirror'd the left side texture to the right side of the Titan.
It's as safe as what you are downloading from moddb as I'm the originator of the source for both. It's also why I don't include any exe's or self installers. The only thing in the 7z is the mod files.
BSG cannot be uploaded to moddb due to restrictions. It's only available from the file share I upload it to. I would only recommend downloading the mod from fileshares I have uploaded to though. For whatever reason the mod ends up on dozens of fileshares I never uploaded into.
You can click on the Fall of Kobol images on the main moddb page which will take you to here...
What Titan are you trying to build. Are you sure it's Arbitrate Tariff because no Titan is tied to that research. That research is for an Envoy ability.
I also can build both TEC Titans with the mod enabled with no issues. Response back and let me know specifically which Titan you may be having issues with.
Yes, copy Patch 1 over Build 29, then Copy Patch 2 over Build 29.
Correct- Neutron star is broke due to a mini-patch 1.80 stardock released last week :(
I'm working on a patch for it and a couple other issues.
She is by far the model I spent the most time on as it's one of the first models I did and re-did and re-did. Probably half of what I know about XSI is wrapped up in that single model.
I crossed a decade barrier working on this mod o.O
That's why I never added it too. I think I have a way to speed up validation times though. Going to do some testing this week and see.
I should add pre-process on the manifest files and then add a warning if a file isn't listed. It really wouldn't be too hard.
Thanks, trying to get them as close to the twelve colonies as possible. This is Tauron.
Yep, just dressed it up with a texture that matched plague.
lol, well technically 1.51.20 was available for download today. It no longer is but, still lol.
From what I recall when moddb re-organized our mods into the expansion groupings they also without authorization converted several to Desura. Maybe they aren't doing that anymore.
I'm hopeful I can get 3 more quality models in play and I'll almost be finished the Rebellion version. I need a Titan for Nephilim and Plague and a corvette for Nephilim. Once these are done I'll be pretty much finished with the main port and can focus on cleaning up a few things.
Oh! I didn't realize you were that far along... cool. You must have quite a few models already rigged and in game then.
overestimated? You think you'll complete in less than a month?
1 month for just pictures and soundtrack right?
Agreed, I'm doubtful this dubious concept will work.
Huh? Capital ships aren't titans.
How do you plan to prevent building more than one?
Your correct, I did go through and make a lot of texture modifications as it was similar work across the board so I lumped them all in together.
The meshes need a few extra code lines that throw warnings in the logs. It doesn't appear to cause any runtime issues but it's on the list to do.
Another thought on the factions. Outside of contributions from interested parties like yourself (Thanks for the music, I'm not real savy in that regard), I am the only person that works directly on this mod.
I feel overwhelmed with the content I've added if I try to work on all the factions at once. Considering I've built the factions one at a time, I've decided to convert them to Rebellion one at a time. The only exception are the breaks I take to work on the code for Cylon which is pretty significant as it's a total overhaul of the entire research tree and abilities as designed by Cylon_Luvr.
So here's the deal. Plague and Nephilim haven't been converted to support Rebellion fully. They are missing necessary constraints. There meshes are still diplomacy level. Let alone they are missing anything Rebellion esq' to include them.
That said, If you snagged Plague in the last version, feel free to use them as a AI faction. The code will still work. I didn't intend to release them and don't plan to until they are converted.
I wish I was around during that time.
You should archive these mods then as they are no longer active.
Specifically, I fixed the hole and texture issue shown in this picture. The fixed mesh and texture is included in TSOP:R.
I don't like the dark look as much personally. Luckily this can be controlled with an option and entity file setting leaving the texture untouched. At the end of each entity there is a min shadow and max shadow. This is used in conjunction with the ship mesh highlight filter when zoomed in and out.
Set might look at using that option to add light to the model for those that don't like the space is dark look in games.
Sent a link to you in a PM.
It's from an Eclipse phase character manual. Let me see if I can grab the original file.
Corvettes tend to have 3 different weapon types. This will carry weapons favored by the rogues, namely lasers, missiles and autocannons.
Must have had SC stuck in my head when I wrote that.
Ya, modding time has really been a luxury this year. Coupled with I want to finish off with good models from quality sources, it's been a slow process.
Well, asteroids would be the most plentiful building source in space ;)
Comes complete with Yamato Gun, Stack Missiles, Rotating Asteroid Defense and Reflective Shielding.
It's always been just me outside of some model donations. I mean the actual Stardock/Ironclad developers I talk to.
I'm hoping to get the music in with Rebellion. Diplomacy is maxed on number of sounds slots. I talked the devs into increasing those with Rebellion.
I agree. I'm not sure what Set is planning with all the remodelling.
Moddb got a C&D from NBCU.
You can follow it on the sins forum ( Forums.sinsofasolarempire.com ).
Based on what evidence?
The emblem is the same skyline used. The hull is the same I've used on the other cerberus textures. It's a bit different from skylines but layered so whichever. I don't really care, but the overall textures are good.
The abbreviated change log for this version is in the news section for the mod. The detailed change log is in the readme.
It actually is pretty interesting, and I was surprised to learn that was the case.
I think back to that little tidbit whenever people talk about size based on a 2d image. A lot of people appear to inherently attribute the objects size based on it's relative size in the picture and discount any thought of distance from the primary object in focus.
Correct, I designed the original capability to allow a single type of ship to exist and shared it with Maelstrom to use. Maelstrom modified it slightly from my original Highlander ability, but the core is the same.
Also, our Titans will follow a slightly different path to acquire, but will follow "there can be only one" approach.
Did you know perspective was not accurately drawn by today's standards until the 1400's?
I go a bit deeper than html, with multi-threaded applications originally with C++ and now Java. Though the current app I'm on does actually have an html front end for the user interface. All the texturing/modeling stuff I self taught myself over the last 3 years.
Which texture? I have a couple I'm pretty proud of but texturing is very tiring for me compared to coding.
It would be amazing to work on this mod. Oh wait... it is!
We have a well rounded team with Lord_Set, skyline5gtr and myself now. Honestly, texturing is not my forte' so I'm really glad we have skyline5gtr. My background and current field is software engineering (i.e. coder) ;) My priorities are only a slight bit different from skyline's... family, work, motorcycle, modding, sleep.
It's always nice when the first comment provides such insight.
Oh, and that planet is from SinsPlus.
You need a program that can unzip a multi-part rar. 7zip worked, I'm assuming WinRar would work.
I downloaded all four parts and only had to un-zip the first part as all the other parts were found during the unzip process.
I wanted to make a holographic UI but couldn't quite get to that yet. I might eventually figure it out though.
ya, we'll have to work on scaling eventually... but it works for now.
This is a fully patched version. You'll only need the Sins of the Fallen R5 if you want the planets, addons, militia or flagship expansions.
My weekend work I talked to you about went ok but took very long. Hopefully I'll be able to start dropping in the uv-mapped objects and raw textures by the end of the week starting tomorrow. I may have an opportunity to look at some of the new models too.
Yes, I retextured the one from Sot13t to clean it up a lot. I'll post a pick of it.
The icon turned out a bit bright. Though this reminds me I need to check the specular on these textures to see if they are too bright.
Definitely, feel free to use this approach.
Glad you sorted it.
It's on Impulse for $10 dollars (Trinity). How much cheaper do they need it ;)
Trinity should be fine. My mod is a bit more complicated to activate and will be increasingly so with new releases as I try for a more plug-n-play approach. Did you follow these steps detailed in the How to install document?
Diplomacy/Trinity 1.21 Instructions
Sins of the Fallen
Select SOTF (D) Rx and press "Enable Mod"
Select SOTF (E) Rx and press "Enable Mod"
and then press "Apply Changes"
New features including the Plague and Nephilim races should now be playable.
Turned out ok, was really worried he seriously injured his knee but it ended up being a serious sprang.
posting while at the ER for my son....
All the new models look really good. I think this normandy is really excellent.
The Sins of the Fallen Complete (D) got packaged with a bad entity.manifest I didn't catch. The entrenchment version is fine. Here's the single file Dl.dropbox.com for those that already downloaded (Just overwrite the entity.manifest under SOTF Complete (D) R4). I'll fix the link for any new downloads.
This one makes a nice 1080p wallpaper
That's pretty cool. Good job.
Might be much later.
Done, copy the Mass Effect Races folder too. Put a theme song in when you start the game.
The carrier skin is more so because I got tired of seeing the gray texture that was on it.
We will be adding flairs to the ships. They just aren't on the demonstration ships yet.
Arbitrary lighting doesn't sound very good unless there is a specific light source to illuminate such as the windows on the Normandy.
The game has it's own lighting. Is there some other type of lighting you are referring to?
Not much to worry about in this regard. The models all conform very well to Sins standards and LordSet's ability to model with low poly counts is amazing.
Here's a shot of previous concept tests Moddb.com
To be honest, I don't really know or care much. They may have been modeled based on that by SolCommand.
Ditto, just wanted to throw some quick pics in to get some flavor. It will end the end be pictures that reflect the council.
I'm working on Hypercorp currently. This is one of the Transhuman factions originating from Earth. It's much nicer to have different models to fill the module roles required by sins: Military/Civilian/Factory/Trade/Culture/etc.
it looks like a turret. that's about were the similarity ends.
I've had this stated before on a different ship. Never actually played or messed around with Spore. This is for all intents and purposes an untextured ship. I've only uv-mapped the model to a basic hull texture show it shows in game ok for testing.
Uploaded a new image. This model is actually very nice and has a lot of detail in the interior.
Yes, it is compatible with the latest Distant Stars add-on 0.2.1. The checksum has changed from what was originally posted to 457982534 based on my testing.
The Cobra Destroyer is intended. I'm planning on adding a new capital ship to each race including vanilla. They will be a little tougher like the Cobra Destroyer but will be unable to bomb planets.
"Also there is no icon for building the planetary shield generator."
I'll add that to known issues. Thanks!
I like this shot.
Cleaning up the remnants of the Nephilim planet modules...
This was a rather huge fleet with lots of capitals built by the AI! 6 Ventrue Scourge (Siege), 4 Ragnarok Scourge (Carrier), 1 Invictus Scourge (Battle) and 1 Enslavor Scourge (Colony)! Plus a shiiit ton of frigates!
Just a title that they are being made for my mod and not ripped from somewhere else. The textures are being put together specifically for this mod and will be optimized to conserve memory.
Here's the original texture... Moddb.com
I have a new download at the main project site (See description). I may add a new one here given the number of downloads...
Definitely is. SolCommand made this originally based off Freelancer is my understanding. But it does look tight in the game.
Updating the plague feature and needed these two images...
Not intentional... Which two sayings? Most of my sayings were modified from various books or made up.
Cool. I can see it!
I updated the instructions to include the link for SinsPlus downloads at Ricks Galaxy (http://ricksgalaxy.homestead.com/links.html) if you didn't already locate it (This links didn't save right originally)
The SinsPlus addon should be available soon! It is currently awaiting authorization.
Quick note: Full downloads and patches must be installed in the same order of release. Simply download Alpha 0.2 then apply patches in sequence on top of the Alpha 0.2 original installation.
Skipping a patches will not work and will require you to reapply all patches again in sequence if this occurs.
Love seeing this with the Logo! Thanks for the nice compliments too!
The current download is for Diplomacy 1.011 current. An Entrenchment 1.051 version will be released but the date for this is still TBD.