A series of optional minimods for the Enhanced 4X Mod and Interregnum to allow the player to customize their experience. Please read the entire description, and keep the minimods in the same relative mod order as the picture. This update brings compatibility with E4X 1.811 and Interregnum 3.21.
Installation
Apply any minimods you like in the same relative order as the screenshot above. In other words take out any you don't want, and if minimod A is above minimod B in the screenshot, keep that same relative order.
Interregnum specific minimods have a prefix of "INT" instead of "E4X". If a minimod has a version for both Interregnum and E4X, Interregnum users must the INT version and E4X users the E4X one. Otherwise E4X minimods can be used for both mods.
Interregnum players no longer need to use a special INT version of the Resetting Titan Levels minimod. The E4X version now works for both. The Faster Combat minimod on the other hand now has separate E4X and Interregnum versions, but both do the exact same thing.
Minimods
Interregnum Only
Star Wars Factions Only: Relive Star Wars battles from before the Interregnum with this add on, which prevents the vanilla Sins factions from being played. It will not change random encounters, so you may see a few vanilla ships owned by minor factions.
All E4X Random Encounters: Alternatively, if you want more non-Star Wars content in your game, you can use this minimod. Interregnum now disables a few E4X random encounters since they have been replaced with Star Wars versions. This minimod adds them back in. You can see a full list in the minimod readme.
Lend-Lease Capitals: The first minimod created by fellow Interregnum player instead of the dev team, Lend Lease Capitals modifies the extra capitalship the Triple Alliance factions (TEC, Ascended Advent, VIR) get. They will now use the weapon types and fighter squadrons of your faction, so your weapon upgrades will benefit these foreign built capitalships.
E4X and Interregnum Minimods
Alternate Main Menu Music: For those wanting a retro Sins feel, this minimod will change the main menu music to the theme of the Original Sins of a Solar Empire. If you're looking to return it to the Rebellion theme, do not apply this mod and delete the the Rebellion Title.ogg file from the main mod's sound folder.
Doubled Fleet Supply and Capitalships: Allows you to have twice as many ships and capitalships at any particular research level. Note that this will certainly make any performance issues worse, especially on maps with lots of players.
Faster Combat: Increases all weapon damage by 50%. Works well with Deathmatch, or if you just wish Sins combat was faster like other RTS games. Note there is now an Interregnum specific version of this minimod.
Deathmatch: Increases the influence of the map fleet supply, income, build time, and research options. Usually slow is equal to the old normal, normal the old faster, and fast and faster are much higher than what was previously available. Best for small and medium sized maps, as this allows you to afford to use every weapon at your disposal. Note that this mod and Doubled Fleet Supply will combine to further increase your maximum fleet size.
Expanded Research: Inspired by mods like Mad Scientist and Distant Stars, the Expanded Research minimod doubles the amount of most stat increasing research available. For example, the TEC Laser research will go from having two techs with 2 levels each for a max 20% damage bonus to having 2 techs with 4 levels each for a max 40% damage bonus. Can be used with any other minimod.
No Superweapons: Prevents you and the AI from building superweapons.
Resetting Titan Levels: It's a little crude, but the result is titans will lose their levels on being destroyed, so they are always rebuilt at level 1. This was a major gripe of some who thought titans were too strong, and works especially well on larger maps.
non-Vasari Phase Gate: Allows factions other than the Vasari build phase gates to warp between all connected planets, but at a much higher cost.
Enhanced AI: Gives your favorite AI level a little more challenge without it feeling more "Cheaty". Now updated to help the AI in both E4X and Interregnum with their early expansion, where easier AIs often took too long to get started.
Exploding Mines: Reverts space mines to explode when enemy targets are in range, rather than dealing damage over time. However, the mine limits have no been changed, so mines are still more expensive, have longer range, and now do devastating damage to make up for the limited numbers of them.
YESSSS!!! FINALLY MY ARMADAS WILL CRUSH EVERYTHING IN MY PATH MWUHAHAHAHAH ok a little over reaction... but I am very excited to play with the minimods again.
Do I put each mini mod in the mod folder ?
I ask because I have a mini dump when I try to enable lol .
The minimods go in the Mods-Rebellion v1.85 folder, the same folder as the main mod, you shouldn't have to overwrite anything. Enable the individual minimods you want using the enabledmods.txt file.
With the in game mod manager, all the mini mods should be in the available mods list (they are prefixed with E4X or INT for Interegnum). You enable the ones you want above E4X (and Interregnum if you use it) in your mod order. If you want to use several of them, try to keep them in the same relative order as the screenshot above, which has basically all of them enabled.
I did the in game manager enabled what I wanted then applied then mini dump. I re-downloaded the mini mods folder retried and mini dump again . Any ideas ? Or should I download the interregnum main mod again ?
Please post your entire mod order. :-) Just to verify its correct and it works for me.
The mini mods go above the EX4 main mod correct ?
Yes, and Interregnum as well if you use it.
If I install the no superweapons minimod, should I have any problems continuing a saved game?
Not sure. I would guess it just wouldn't do anything, but you can try.
Thank you!!!
Does this work without the Outlaw DLC?
Yes. These should be DLC independent.
Anyway we can use "non-Vasari Phase Gate" on a Vanilla game? Don't really know enough modding to do it on my own. Haha! I just don't understand how research is assigned to each race, otherwise I would have just ripped off the original Phase Gate and added it to the other races as well, Any tips would be appreciated! Thanks!
Afraid not. Some of these like faster combat could work without E4X, but the phase gate requires more setup.
You want to look at the race.entity (PlayerTechRebel for example) file. This file is what actually defines a race, including their ships and research.
Wow! Thank you for the info! Don't really know of a reliable modding wikia for SoaSE and it's too tedious to read everything to get anything done. This is a huge step! Again my thanks!
Stardock recently established an official Sins wiki with far less ads than wikia. We might put some modding stuff there. However the best place to ask how to mod is the official Sins forums. Forums.sinsofasolarempire.com
When I start a new game i get several research errors like the following:
ResearchWindow GridPoint Not Valid: RESEARCH_E4X_NovalithSupercharge
ResearchWindow GridPoint Not Valid: RESEARCH_E4X_CapturePhaseGate
ResearchWindow GridPoint Not Valid: RESEARCH_E4X_ABILITYACCESS_DeployEmbassyAI
ResearchWindow GridPoint Not Valid: RESEARCH_E4X_CultureRatePsiLoyals
ResearchWindow GridPoint Not Valid: RESEARCH_E4X_ImproveAIPsi
I'm running 1.85 (without the Outlaw DLC) with the following mods in this order:
E4X Expanded Research
E4X Faster Combat
E4X Enhanced AI
E4X No Super Weapons
E4X Exploding Mines
E4X Enhanced 4X Mod 1.811
Checksum: 222076044
What am I doing wrong?
Thanks for all your hard work!
There is nothing wrong with the mod. Rather you should not be getting any errors at all in the first place. To get any errors like that you must either be using the developer.exe or have something off in your settings file.
Many sins mods do things that generate "errors" (in programming terms they're actually more like asserts), but are actually quite harmless to your game. All of those research errors are normal, but we assume our players do not use the dev.exe or have them turned on. Hence they are never seen by the average player.
So simply edit your rebellion.user.setting file in a text editor, find the "ShowErrors" line and set it to FALSE. Do that whenever you get messages like that.
Never thought it was the mods fault, as I said in my previous post "What am I doing wrong?".
I was not using the dev exe but I did turn on Large Address Aware to the default exe.
Your suggestion fixed the issue so thank you
Strange. Large Address Aware should have no impact on the settings file. Usually ShowErrors is only turned if you use the dev.exe.
But regardless, glad its working now. :-)
Will this version of the minimods work with Sins 1.84 & E4X 1.81? If not, which version should I use? Thanks!
Maybe, but is there a reason you are not on Sins 1.85/E4X 1.811? That is the latest version.
I can confirm this version of minimods do in fact work for 1.84. I too have to use 1.84 being no matter what I try my GoG versions 1.85 will not run so I had to torrent rebellion 1.84. I cannot find a 1.85 torrent. I am considering just paying again for the steam version at this point, GoG Galaxy is trash and gives you broken installers, I've wrote to them and nothing.
Sorry to hear that, but at least it works. There isn't a huge difference in the mod between 1.84 and 1.85, so it may be best to wait until another major version before considering paying again. :-)
I will say that i am sad that most of the E4X mods do not affect the Interregnum races since it makes it incredibly unfair when the Tec have 32 capital ships and the Imperial Warlords.
So it would be nice to see some of the add ons for E4X also affect the Interregnum races such as Expanded research doubled capital ships and fleet supply no super weapons and such effect the Interregnum races.
So i will ask is there any plans to make it so that these will work for interregnum at some point in the future since the mini mods are awesome but not when only E4X races are affected by them.
It does effect them what are you talking about? Interregnum runs off E4X so any minimod listed E4X effects Interregnum also. Minimods that list INT are for use only if you are using Interregnum.
The Imperial Warlords however do have less fleet supply even when using Double because it's in their lore, they cannot field as many ships and resources as other factions.
Any of the E4X minimods also work with Interregnum unless there is an explicit Interregnum version of that minimod (one with the same name but an INT prefix). So doubled fleet supply will work with the Star Wars factions even though it has an E4X prefix because there isn't an "INT" version.
You do however need to use "INT Faster Combat" instead of "E4X Faster Combat" since an Interregnum version exists for this.
Well from the multiplayer game i had with a friend who was playing Tec they got 4000 fleet supply and 32 capital ships points same with all base game races where as with the interregnum races had half that while using doubled fleet and cap ships.
The disable superweapons only effected the base game races and not the Imerials so the tec did not get there novalith cannon the Imps still got there Galaxy gun.
And also when using expanded research it also only effected base game races tec main weapons getting to 60% damage boost Imps getting the standard 30%.
So unless i am missing something i am really confused.
It sounds like your mod order is incorrect. All minimods must go above BOTH E4X and Interregnum. If you have Interregnum above the minimods that exact thing would happen.
You can always use the screenshot on this download as an example (remove any minimods you don't want but keep the same relative order).
Thanks for the help now Thrawn can Crush the rebel scum and there Tec allies.
The mini mods really do make interregnum and E4X one of the best mods out there really good work.
Thanks for fixing the superweapons!!
hi does your mod work with thrawn's revenge II ascendancy?
Nope.
Hey all, not sure if this has been documented yet, but I have noticed that with the Doubled Research minimod, the Vasari Phase Missile techs seem to have been missed in there somewhere. They all have only 2 tiers, except the very last one, which has 8 tiers. Again, not sure what the problem is exactly. My load order is:
TXT
Version 0
enabledModNameCount 5
enabledModName "E4X Expanded Research"
enabledModName "E4X Doubled Fleet Supply and Capitalships"
enabledModName "Star Wars Interregnum Alpha 3.21"
enabledModName "E4X non-Vasari Phase Gate"
enabledModName "Enhanced 4X Mod 1.811"
That's intentional. A few research bonuses, like phase missile shield bypass chance and shield mitigation, were too powerful to be further boosted. We gave different bonuses like ever more damage and shield regeneration as a replacement.
Ah, okay, yeah I wondered whether that was the case, given how particular the omissions were. Thank you for your prompt reply, and for an amazing mod!
Yeah we don't do a lot of balancing on the minimods but with Enhanced Research we try to prevent things like invulnerable ships (shield mitigation at 100%) or cost discounts that would make something completely free (Vasari planet health discount tech).
If you notice any other little exploits like that please let us know.
Fair enough, I don't have time to jump into the game right now, but I DO remember that, back in the last version of this particular minimod, advent could do 100% free planet exploration with how it paired with their inherently cheaper planet exploration tech in conjunction with the extra tiers. Again, haven't played them with the new one, but thought it might be of help.
i have something to ask you know the enabledModNam note pad how many mods text mod can i put on there by text i mean the note pad for any mod if that sounds right cause i can never. just start the game and what mod text log out move a text to the top. or it won't work i hope some one can understand how to make this cause every time i get a crash it remove all the text note pad
I'm afraid this is not very clear to me. However as far as I know there is no limit to the amount of mods you can enable at one time, via the in game mod menu or the enabledmods.txt file.
If the mod crashes before it loads successfully the first time, the game clears the EnabledMods.txt file as it obviously didn't work and they don't want players to get stuck trying to load a mod that doesn't work.
First great mod. I've always loved it, but the newest version keeps minidumping me out of the game, the order i have things in is as follows:
TXT
Version 0
enabledModNameCount 5
enabledModName "E4X No Superweapons"
enabledModName "E4X Resetting Titan Levels"
enabledModName "E4X Expanded Research"
enabledModName "Star Wars Interregnum Alpha 3.21"
enabledModName "Enhanced 4X Mod 1.811"
Am I doing something out of order?
Looks like that should work. What is your checksum? Does it work without the E4X Minimods?
Is there a way to increase the UI scaling? I'm playing at 3440x1440
The icons and UI are way to small.
Please Help!
Any chance you could make a version of the research minimod that work without E4X?
I can't finish a game with E4X without hitting the issue with game starting to stutter and then eventually freeze completely.
I really like the expanded research though :)
I seem to be getting minidumps whenever I put any of the minimods on.
I am running Interrengum v3.3 and E4x v1.82. And I do know I installed the minimods correctly and followed the picture.
So maybe an update for them?
BTW, Enabled Mod Checksum: 275924616 (which is the INT Faster Combat, then the Interregnum and E4x) Is this lower or higher (Or on point) to what the checksum is supposed to be?
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