Modder currently developing Sins of the Fallen, a mod for Sins of a Solar Empire.
I'm doing some testing with the LAA enabled exe. It doesn't take much for the mod to exceed 2GB if you aren't careful or even crash as it gets close on non-laa enabled (my system seems to be 1.7 - 1.8 for instability).
Trying to make progress when able. UnassumingWhiteGuy is potentially working on some more voice overs. If we had some more people step up we could probably finish the voice overs for the Colonials.
Forums.sinsofasolarempire.com (SG Races)
It was a bit more confusing in the beginning as I refined the approach for activating to be sure.
The first mod to have activations similar to this was Stargate Races. The load time is a bit better when I have everything in BIN format though.
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.