Modder currently developing Sins of the Fallen, a mod for Sins of a Solar Empire.
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.
See comment below...
Shield artifact is a bit of a prototype right now. My goal is to respawn the artifact on death, though I may resort to a capturable entity if that fails.
I'll look at the colonial defense platform to see if I agree.
Load nuclear ordinance adds extra damage to missiles. I am going to change it to autocast though and update the verbiage to make it more clear.
I'll be changing the target conditions for the Plague titan as it's over the top now.
Music is not so much my area and a lot was suggested/provided from other people playing the mod.
Relic research for colonial and cylons requires a download from the forums for 1.82.33 for those factions.
I downloaded and extracted from the moddb download and have tested various enabled setups from partial to full without issues. My recommendation would be to delete the current files and re-download.
Could be a corrupted download too which sometimes happen. I'm downloading the 7z uploaded and will test how it performs on my end.
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 need to follow the activation instructions precisely or it will minidump. The activation order is included in the mod part names with Core being the last part to activate.
Are you restarting Sins after initially activating the mod?
Myfist has a nice set of tutorials for this on the Sacrifice of Angles moddb tutorial links.
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.
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.