How to Install and Activate Sins of the Fallen
The following set of instructions detail how to install the latest release of Sins of the Fallen.
Instructions for downloading and enabling Sins of the Fallen
- General help on installing mods: How to install mods for Sins of a Solar Empire
- Download the latest build from moddb.
- Extract the contents into your Rebellion mod folder as described in "How to install mods for Sins of a Solar Empire"
IMPORTANT
This mod relies heavily on stacking to activate various parts. Failure to follow the guidelines detailed below may result in odd/unsupported behavior to mini-dumps.
Rules and order of activation:
SotF(0) Translations(0..1)
- Optional, Only one allowed if activated
- Supported Translations: French, German and Spanish
- Mod translations are automated with Bing
- Additional translations are possible if original translation is provided for the game.
SotF(1) Planets(0..1)
- Optional, Only one allowed if activated.
- Only one Planets package should be activated at a time due to limitations associated with the Galaxy Scenario Definition. Activating more than one will not add more planets, but may add more memory potentially exceeding 2GB of ram even on lower settings.
- Planetary systems include: Kobol, Rigel, SinsPlus, Sol and Tenorias.
SotF(2) Addon(0..m)
- Optionally activated (i.e. not activating the addon simply means the features won't be present in the game).
- Any or all of the addons may be currently activated at the same time.
- Addons should follow tier 0 or tier 1 packages if present.
SotF(3) Militia(0..1)
- Replaces the standard TEC Militia with the race of your choice.
- Some races are easier due to DPS/Supply while others are badass due to supply/dps differences
- Activating a militia package requires the same Race package to be activated. For example: SotF(3) Militia(0..1) Rogue Reb requires SotF(4) Race(1..m) Rogue Reb.
- Militia should follow tier 2 or higher packages
SotF(3) Pirate(0..1)
- Replaces or adds to the standard Pirate faction.
- Activating a pirate package requires the same Race package to be activated (for non-stock races). For example: SotF(3) Pirate(0..1) Rogue Light Reb requires SotF(4) Race(1..m) Rogue Reb.
- Pirate should follow tier 2 or higher packages
SotF(4) Race(1..m)
- At Least one required.
- Any combination of races may be currently activated at the same time (effects should be reduced to High/Medium/Low if you activate a lot).
- NOTE: Some systems may not be able to activate all races. Do not activate races if you don't plan to use them. This will save on system resources.
- Any races not loaded including Tec, Advent and Vasari will not be selectable at game start.
- Races may be added in any order, however the opening theme music will be based on the top most mod.
- Races should be activated after any tier 3 or higher package.
- Mini-dump WARNING - Sins loads all textures and meshes whether used in game or not. Loading ALL available races may exceed hard code limits and/or memory limitations regardless of how good your rig is. For example my private build has 11 total races 3 core, 2 from another sub-mod, and the 6 fallen races. Loading them all exceeds the hard coded mesh limit and ram limitations eventually crashing the game.
SotF(5) Core(0..1) Flagship
- Optional
- This mod must be enabled after tier 4 race packages.
- Flagships are randomly chosen from the Battleship, Colony, Carrier and Siege capital ships for that faction.
- Flagships are automatically spawned at game start and you only get ONE.
- Flagships have FOUR targets per fire-able bank and increase at double the rate of capital ships per level.
SotF(5) Core(1..1)
- This mod must be placed after tier 4 packages or the mod will mini-dump. This is the core mod and has all the necessary wiring to enable the various planets, addons, and races together in SotF.
Example Activation:
Activates custom translation, planet package, addons, nephilim militia, races, and flagships (Note the order of these activations matches the above rules).
Recommended Effects Settings (Depending on your system specs and map size you may need to reduce the Detail)
- Planet : Detail - High
- Ship : Detail - High, Extras - Medium, Bump - Low
- Building : Detail - High, Extras - Medium, Bump - Low
Limited Effects SettingsThese settings might be possible in smaller maps and/or limiting the amount of features activated. No guarantees and I suggest you monitor you memory usage. Personal experience shows Sins gets unstable on my machine as the process starts to exceed 1.7GB.
- Planet : Detail - Highest
- Ship : Detail - Highest, Extras - High , Bump - Low
- Building : Detail - Highest, Extras - High , Bump - Low
- Show Mesh Team Colors - On
- Show Mesh Highlight Filter - On or Off (Off is darker textures)
Optional Settings (May help with performance)
- Show Cargo Ship Icons - Off
- Show Planet Elevators - Off
- Use Colored Skyboxes - Off
- Show Asteroids - Off
- Show Dust Clouds - Off
Optional User Interface Settings
- Empire Tree (All settings): Off (Typically referred to as trimming the empire tree
- and is reporting to help with lag)
Avoid settings that might cause mini-dumps
To avoid the 2GB limit Extra's and Bump should be reduced as much as possible for your system specs. The following labels are guides that can be used to determine which settings are appropriate when enabling new races with this mod. This is only a guide, your mileage may vary and no guarantees are made as to your systems ability to run this mod.
*** IT SAYS MINI-DUMP HERE WHEN ALL HIGHEST IS SELECTED ***
Issue Reporting:
Please include the following when reporting issues:
- EnabledMods.txt for the activated mod (see below example)
- What race you were playing
- What races were in the game
- What map was played
- Effect settings
- Ram utilization at time of issue (can usually be captured before the mini-dump is dismissed)
- Save game if possible (uploaded to a file sharing service)
EnabledMods.txt example:
TXT
Version 0
enabledModNameCount 12
enabledModName "SotF(0) Translation(0..1) Spanish Reb"
enabledModName "SotF(1) Planets(0..1) Kobol Reb"
enabledModName "SotF(2) Addon(0..m) Artifacts Reb"
enabledModName "SotF(2) Addon(0..m) Bonus Density Reb"
enabledModName "SotF(2) Addon(0..m) Effects Reb"
enabledModName "SotF(2) Addon(0..m) Moons Reb"
enabledModName "SotF(4) Race(1..m) Advent Reb"
enabledModName "SotF(4) Race(1..m) Plague Reb"
enabledModName "SotF(4) Race(1..m) Tec Reb"
enabledModName "SotF(4) Race(1..m) Vasari Reb"
enabledModName "SotF(5) Core(0..1) Flagship Reb"
enabledModName "SotF(5) Core(1..1) Reb"
i have no main menu can u help
Possibly a corrupted install or missing files. I suggest a fresh reinstall and carefully read through the mod install instructions. Remember to restart the game after activating the mod.
hey, i just found this and tried it.. no matter how many different settings i try...it also mini dumps when i hit apply changes after enabling the mods. i have them in the right order ( planet, addon, militia, race, core flagship, core ( and ive even tried just 2 races and the core in this order plague, hypercorp, core) and still, mini dumps. i have the correct folder ( there in my mods for diplomacy 1.34 i have the correct verison, 1.34 version i use sins trinity if that matters...and i dont have rebellion... dont know if it matters ) but yeah...any ideas man?
Read the instructions, they clearly state you must RESTART your game after activating the mods or it will mini-dump.
guest, how about you read what he said. which was that the game is mini dumping when he is trying to activate the damn mod parts. You have to activate the damn mod in the first place.
I also am having the same problem. I've tried to get the mod to activate over 6 times. I didn't have any problems with R1. This R2 really doesn't like rebellion.
try disabling any other mods you have
I tried to get Blood and Chrome to work, but I only ever ended up with stock factions. Please help...
Try going back to the forum/website for the Blood and Chrome additions and reading/following the instructions listed under the SVN option. Look at the pictures at the bottom before you begin, since the URL is shown there, it is not the generic one he lists in the text. I am updating the core file and the cylon and colonial files first to try them and see if they work, then I'll go back for any others I want.
I was having the same problem with Rebellion, so I tried the Diplomacy version, and it worked fine. I then compared the mod folders between the two versions and found a bunch of files missing from the Rebellion mod folders. I am actually in the process of downloading them now using the SVN method.
I will let you know if it DOES NOT work, otherwise, if I do not add to this comment later today, you should take it to mean that I succeeded and am too busy kicking space *** to come back and reply to you :)
Hello I just decided to get back into Sins and purchased Sins Trinity digital download which loads as "Sins Diplomacy v1.37", i.e. the mods folder shows as: "Mods-Diplomacy v1.37". Is this complatible with SotF_R6.5.7z or SotF_R6.1.7z? I keep getting mini-dump crashes as soon as I try to load any of the SotF planets (the first step to playing SotF accordinging to instructions) from either version.
I CAN activate the other pieces in the correct order following the instructions and play with vanilla planets thought.
Any thoughts?
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help..........can't mod for folder rebellion fallen anywhere
i got some problem i download it for the latest rebellion version on steam and install it, so i activte only the militia of colonial and cyclons and the both races and the core flagship and core mod. Now if i start a game it crashes on the load screen of the map :/
and i have the fall of kobol 1.1.14
I have the same problem. It's a C++ Runtime error due to "Rebellion.exe requesting to terminate in an unusual way"
I have this exact same problem.. I follow the steps as per the forums and I experience the same crash due to the run time error.
The game mini-dumps and or sometimes just crashes *** soon as I hit apply, It sofar has not mattered what races I try using; I have done everything as the examples give and as the video said, still does the same thing, I've got Rebellion 1.1
Excuse me; I meant I have 1.01
Please help me, I go through the installation, but when I try to start the game, before it loads I get a **** ton of Text FileArchive Errors.
Running with the developer exe requires setting show errors to false in the rebellion settings file. You'll need to start dev.exe without the mod active. Exist sins. manually change the file. Restart with the mod active.
Not sure why you are playing in the dev.exe though.
Because he wants to cheat.
i need help alright when I extract the fall of kobol files to the mod folder its all there and when I go to the game and start enabling all those files it works then the game freezes like It normaly does when changing to mod. but all it says is this sign that says something bout them being hungry and then having their eyes on another star system and then the game crashes...wtf is going on? please help what im doing wrong
when I try activating the sol system first it crashes and says minidump....what im I doing wrong? im trying to install FOK
omfg why cant you just make this mod as easy to install like SOA2! omg I follow all the instructions and nothing!:/it crashes! ima go insane
I can't uninstall this mod without minidumping, I like this mod but sometimes I like to go back to Vanilla Rebellion and just play a normal game. How do you uninstall when the game just crashes if you remove just one file...
I found this issue BTW. I added something the game calls "cosmetic" entities to show my titans in the main menu. Funny thing is this caused the mod NOT to deactivate. I've since removed these cosmetic entities as they were display only anyway. When you do update make sure to delete the previous version.
To answer your specific question: Delete the EnabledMods.txt file to disable any mod giving you issues deactivating.
P.S. Reply to one of my posts next time and I'll get an email ;) or feel free to PM me.
This mod is on meth.
I don't get it.
What are you smoking and maybe it will make more sense.
I installed everything according to the explanation, to the letter, but it still minidumps after 2 minutes of playing.
Did you restart sins after activating the mod?
There's a stupid bug with their in game activator where mod resources or game resources aren't being loaded or overriden properly.
Yes, Yes I did. I also discovered that if you don't mess with the game speed settings it will last longer. But now it still crashes every 20 - 30 minutes. A huge improvement, but I would still like to play a game without crashing.
Other than that I'm really enjoying this mod. Really nice models and the plague is just plain creepy to play against.
Nevermind. The problem was with my effects settings. They where still on maximum. Now I can play for at least 1 hour without crashes.
It's still possible your running out of memory or hitting a Sins limit.
What parts of the mod are you enabling?
What are your new effects settings?
I set everything to recommended, as shown above.
I also enabled the following parts:
Planets - SinsPlus.
Addon- Moons
Addon- Artifacts
Militia - Nephilim reb
Then added the Nephilim, Hypercorp , advent, TEC and Vasari races.
Then flagship reb and then core reb. All in that order.
I'm having an issue getting the mod to load up. Every time I try to activate it, within the acceptible 2gb limit, it still mini-dumps and reverts to the other mod I have. How can I fix this?
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So I tried to install this mod today after reading about it and all through the installation process. I've followed the video to the letter enabling pretty much the exact same things and it minidumps on startup. I've checked the instructions here and as far as I can see nothing jumps out as being wrong.
Trying to start with this setup;
TXT
Version 0
enabledModNameCount 12
enabledModName "SotF(2) Addon(0..m) Artifacts Reb"
enabledModName "SotF(2) Addon(0..m) Effects Reb"
enabledModName "SotF(2) Addon(0..m) Moons Reb"
enabledModName "SotF(3) Militia(0..1) Rogue Reb"
enabledModName "SotF(3) Pirate(0..1) Rogue Light Reb"
enabledModName "SotF(3) Pirate(0..1) Rogue Heavy Reb"
enabledModName "SotF(4) Race(1..m) Rogue Reb"
enabledModName "SotF(4) Race(1..m) Plague Reb"
enabledModName "SotF(4) Race(1..m) Nephilim Reb"
enabledModName "SotF(4) Race(1..m) Hypercorp Reb"
enabledModName "SotF(5) Core(0..1) Flagship Reb"
enabledModName "SotF(5) Core(1..1) Reb"
Please could someone help as I'm not familiar with modding too much but haven't experienced any issues with other sins mods before.
Are you restarting Sins of a Solar Empire after activating the mod?
Yes. When I try to open it I get the start up screen with the intro information but then it freezes and crash dumps. I have to tab out and close it sue to it not responding.
I've tried enabling the mod both through the game menu (which I read has had problems in the past) and via the enabled mods notebook as shown in the video with the same result each time.
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your mode does not have the Enabling note for me to put on my sin
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got to be a better why to plays this mod
What is the difference between Core Reb and Core Flagship Reb? Can i use them together or only 1 ?
you can use both
I count myself fortunate that I will probably be content with SoTF content. Btw, anyone who desires it.... Feel free to gift me wishlist items :)
What race you were playing: Hypercorp
What races were in the game: Hypercorp, nephilim, plague,rogue,TEC
What map was played:Large single star random
Effect settings: same as the recommended effects in the quick guide
Ram utilization: Not above 1.5gb
Enabled Mods:
enabledModNameCount 14
enabledModName "SotF(1) Planets(0..1) SinsPlus Reb"
enabledModName "SotF(2) Addon(0..m) Artifacts Reb"
enabledModName "SotF(2) Addon(0..m) Bonus Density Reb"
enabledModName "SotF(2) Addon(0..m) Disable Superweapons Reb"
enabledModName "SotF(2) Addon(0..m) Effects Reb"
enabledModName "SotF(2) Addon(0..m) Moons Reb"
enabledModName "SotF(3) Pirate(0..1) Rogue Light Reb"
enabledModName "SotF(4) Race(1..m) Hypercorp Reb"
enabledModName "SotF(4) Race(1..m) Nephilim Reb"
enabledModName "SotF(4) Race(1..m) Plague Reb"
enabledModName "SotF(4) Race(1..m) Rogue Reb"
enabledModName "SotF(4) Race(1..m) Tec Reb"
enabledModName "SotF(5) Core(0..1) Flagship Reb"
enabledModName "SotF(5) Core(1..1) Reb"
Alrighty, here's hoping the Pirates (faction) have phase space detection now, and the Plague's system of upgrading ships was fixed (didn't work before).