Trivial Options Mods Pak is a pack of standalone minimods such as No Superweapons mod and font change mod. It also features Extra Random Map Pak, TEC/Advent/Vasari voice mods, and others that were previously separately distributed.

This mods pack allows you to play with gameplay variants:
- No Superweapons
- No Titans
- No Superweapons and Titans
- Pseudo Diplomacy - imitation of SOASE:Diplomacy
- Pseudo Entrenchment - imitation of SOASE:Entrenchment
- Pseudo Original Sins - imitation of the original SOASE

Some other notable optional features available:
- Extra Random Maps Pak - More randomness to player start locations and other things, to create more varied and unpredictable games.
- Font mod - Uses Segoe UI font for better readability.
- Vasari voice mod - Deeper and more sinister voices.
- Advent voice mod - Slightly deeper and more mature voices.
- TEC voice mod - Radio distortions to voices.
- Research subject name mod - More straight forward names.

There are a few other features available, please see below for full list. For ease of use, all the optional features are merged into a mod, but each of them are also individually available as minimods, so you can pick and choose which one you like.

Quick Instructions:

trivial_options_mods_pak_main_xxxx-xx-xx.zip is all you need to download.

As a general rule, each mod in the pack can work as standalones. Beside the gameplay variants, all mods in the pack are compatible to each others. Zero Checksum (ZCS) versions are also available for use in online multiplayer games. Some mods (such as the font mod) can work very well with external mods as well.

The followings are gamplay variant mods. No more than one of these should be enabled at one time, since they make changes to the same group of game files:
\Trivial NoSuperweapons
\Trivial NoTitans
\Trivial NoTitansSupweapons
\Trivial PseudoDiplomacy
\Trivial PseudoEntrenchment
\Trivial PseudoOriginalSins

The followings are merged feature mods:
\Trivial Features - Every features in the component mod list below merged into this one mod.
\Trivial Features ZCS - Zero checksum version of the above, omitting a couple of features to maintain zero checksum.

\Trivial NoRaceDialog ZCS - Removes race/faction select dialog, making game setup quicker. An oddball here; I decided not to include it in Trivial Features because I think many people might prefer keeping the dialog. Zero checksum.

\Map Pak - Extra Random Maps: THIS IS NOT A MOD. Copy the maps (*.galaxy in the directory) to GalaxyForge\

If you do not like any of the contents in \Trivial Features, you can download trivial_options_component_mods_2016-06-22.zip, which contains every features in individual minimods, so that you can enable or merge in any combination you like.

What are Zero Checksum (ZCS) Mods?

The game uses the overall checksum of your enabled mods to tell whether your configuration is compatible with another player. The game deems some games files (usually cosmetic related ones) unimportant to actual gameplay. Modding them will not impact checksum, which means the game will not bar you from joining a multiplayer game.

Putting a ZCS mod at the bottom of your enabled mod list will keep your game checksum unimpacted. You can have multiple ZCS mods at the bottom of the list. This way, you can join multiplayer games with other players even if they do not have those ZCS mods.

All mods with zero checksum in this mod pack is marked with "ZCS" in their names.

Map Pak - Extra Random Maps

Extra Random v2.galaxy maps feature occasional neutral colonies.

Extra Random (NoNeutral) v2.galaxy maps are same, except that no neutral colonies will be spawned.

Trivial Features Component Mods List:

All of the followings are included in Trivial Features in the main download .zip. Trivial Features ZCS only includes the ones marked with ZCS.

Trivial All Skyboxes - Adds back the red skybox.
Trivial Autocannon Sound ZCS* - Gives autocannons the oomph they derserve.
Trivial Exhaust Mod - Colours depends on race (based on the intro movie) rather than player colour.
Trivial Exhaust Mod ZCS - Same as above, but omits the fix for Advent Envoy Cruiser, Advent Starbase Constructor and Vasari Rebel Titan engine exhaust (these use TEC battleship enginer exhaust and thus is orange).
Trivial Shield Graphic ZCS* - Directional shield impact graphic.
Trivial SimpleResearchNames ZCS - More straight forward names. AI taunts are changed to be more in character.
Trivial TecKodiakMuzzle - Makes TEC Heavy Cruiser muzzleflash more proportionate to the gun size.
Trivial UseSegoeFont ZCS* - Uses Segoe UI font for better readabilty.
Voice Advent Mature ZCS* - Slightly deeper and more mature voices.
Voice TEC Radio ZCS* - Radio distortions to voices.
Voice Vasari Deep ZCS* - Deeper and more sinister voices.

* These mods in particular should work well with external mods.

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Updated for v1.90

News

Version 2017-04-09
------------------
- Updated for Sins of a Solar Empire: Rebellion v1.90. The only changes are in English.str, for the new text strings in the game options menu.

There is no new changes in SoaSE:R v1.90 that would affect this mod pack, except that the patch introduces some game menu text strings related to graphic/UI settings in the game menu.

Trivial Options Mods Pak Updated for Rebellion 1.86 and 1.87_beta

Trivial Options Mods Pak Updated for Rebellion 1.86 and 1.87_beta

News 1 comment

Updated for v1.86 and v1.87_beta. Fixed a bug in NoTitans and NoTitansSupweapons.

Trivial Options Mods Pak is now on Mod DB (For Rebellion 1.84/1.85)

Trivial Options Mods Pak is now on Mod DB (For Rebellion 1.84/1.85)

News

Trivial Options Mods Pak for Sins of a Solar Empire: Rebellion 1.84 (and later) is now on Mod DB. Trivial Options Mods Pak is a pack of standalone minimods...

Add file RSS Files
trivial_options_mods_pak_main_2017-04-09.zip

trivial_options_mods_pak_main_2017-04-09.zip

Full Version

This .zip contains all contents in the Trivial Options Mod Pak, including the Extra Random Maps. Updated for SOASE:R v1.90

trivial_options_component_mods_2017-04-09.zip

trivial_options_component_mods_2017-04-09.zip

Full Version

This .zip contains individual minimods that were merged into "Trivial Features" in the main download. Updated for SOASE:R v1.90

trivial_options_mods_pak_main_2017-01-31.zip

trivial_options_mods_pak_main_2017-01-31.zip

Full Version

This .zip contains all contents in the Trivial Options Mod Pak, including the Extra Random Maps. Updated for SOASE:R v1.86 and v1.87_beta.

trivial_options_component_mods_2017-01-31.zip

trivial_options_component_mods_2017-01-31.zip

Other

This .zip contains individual minimods that were merged into "Trivial Features" in the main download. Updated for SOASE:R v1.86 and v1.87_beta.

trivial_options_mods_pak_main_2016-06-22.zip

trivial_options_mods_pak_main_2016-06-22.zip

Full Version

This .zip contains all contents in the Trivial Options Mod Pak, including the Extra Random Maps. Updated for SOASE:R v1.85

trivial_options_component_mods_2016-06-22.zip

trivial_options_component_mods_2016-06-22.zip

Other

This .zip contains individual minimods that were merged into "Trivial Features" in the main download. Updated for SOASE:R v1.85.

Post comment Comments  (0 - 10 of 15)
minhajghost
minhajghost - - 5 comments

Greetings,

Is it also possible to have mods such as:

- Pseudo Diplomacy (No Superweapons) - imitation of SOASE:Diplomacy without Superweapons
- Pseudo Entrenchment (No Superweapons) - imitation of SOASE:Entrenchment without Superweapons
- Pseudo Original Sins (No Superweapons) - imitation of the original SOASE without Superweapons.

Your mod collection is great.

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star-x
star-x - - 4 comments

So as you might be aware, a new DLC came out a little while ago. Part of this DLC includes a tweaked tech tree, which adds several new non-Titan techs, as well as a built-in Superweapon toggle.

Any chance of updating the mod to accommodate both of those?

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m_reaver
m_reaver - - 68 comments

Quick question
Is this mod compatible with the enhanced 4X mod?

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star-x
star-x - - 4 comments

Just an FYI, titans aren't completely removed by your mod now. I saw a militia owned Titan which was absolutely wrecking the AI ships attempting to pass through a star's gravity well, and without any titans to counter it it was impossible to kill. May want to look into that. 99% certain it's from the Outlaw Sectors DLC. Only good thing was that the titan thankfully did not decide to move out of the star's gravity well; had it done that it'd likely kill off that AI completely, and eventually begin nomming on my planets too.

EDIT: Further looking seems to indicate it has something to do with Vasari Loyalist's ability to summon the Dark Fleet for aid. I checked, and the ability seems to be missing for players. Oddly, when the AI did it the help immediately turned hostile and started shooting its own forces. Maybe it's not disabled properly on the AI?

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Guest
Guest - - 691,727 comments

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valpheus Creator
valpheus - - 5 comments

Dark fleet and other abilities should not spawn Titans. If you see Titans, it should either be in the "occupied planet" (if occupation victory condition was enabled, or the rare "Mad Vasari" random event if random events was enabled (as part of Stellar Phenomenon DLC). Could you check whether the info card says "Mad Dark Fleet Remnants" when the Titan is selected?

In the next update, I might mod out the random event and/or the Titan in occupied planet as well.

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star-x
star-x - - 4 comments

Thinking back it was the Mad Vasari Titan event. Sorry if I sent you on a wild goose chase.

Also, the mod needs updating for 1.86, which just came out today. Figured a reply here would hopefully get the quickest response :)

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star-x
star-x - - 4 comments

Actually my bad, it works fine on 1.86.

With regards to removing titans, I agree that the random event titan needs to go (it can spawn before anyone gets their second capital ship, which imo makes it way too dangerous as it could spawn early on and then proceed to wipe out your colonies singlehandedly), but tbh the Occupied Planet titan should probably stay. For one, having a big fleet AND a titan makes it really, really difficult to start the victory condition in the first place, which ironically makes it balanced as it'd take about the same effort to wipe out the other players in the game; secondly, unless I'm mistaken the occupied planet titan doesn't roam, meaning unless you actively try to capture the occupied planet it won't bother you, which makes it fine as you pretty much have to WANT that victory condition to actually possibly lose any ships aside from scouts to that titan. This is in direct comparison to the Mad Vasari Titan, which wanders around and beats the snot out of anything that gets in its way, and randomly decides to jump to different systems, including the very real possibility on some maps to waltz over to your capital and solo you before you can get a good sized fleet to counter it. At least the occupied planet titan doesn't go hunting for you and just waits for you to come to the occupied planet before decimating your fleet.

Apologies for the double post, couldn't just edit the previous one for some reason.

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valpheus Creator
valpheus - - 5 comments

Sorry for the delay, I decided not to wait for the Rebellion v1.87 release.

Updated the mod pak for v1.86 and v1.87_beta, and removed the Mad Vasari Titan random event. Please let me know if there is any issues!

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wheelmandan
wheelmandan - - 1,312 comments

hi where do i put this is this a mod of some sort or a update to the computer?

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valpheus Creator
valpheus - - 5 comments

Each folder in the .zip is a mod. They should be placed in your mod directory.

Exception is "Map Pak - Extra Random Maps\", which is a map pack. The .galaxy files in the folder should be placed in your GalaxyForge directory.

Hope this helps!

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Guest
Guest - - 691,727 comments

Hey i might be an idiot right now and im not good at mods, but i cant get it to work. I extracted the files and added the one i wanted to my modfolder, but it doesnt work. A tutorial i watched said i had to add "enabled mod.txt" folder, which i cant find. Is there another file i should download or isnt it needed?

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valpheus Creator
valpheus - - 5 comments

There should be no need to download other files.

If your mod path is C:\<blahblahblah>\Mods-Rebellion v1.85, and you wish to use Trivial NoSuperweapons, then place Trivial NoSuperweapons into the mod path like this:

C:\<blahblahblah>\Mods-Rebellion v1.85\Trivial NoSuperweapons

Then start the game, and you can enable the mod in the options menu. The game will automatically create EnabledMods.txt. Directly editing EnabledMods.txt is a faster (and more reliable) way to enable/disable mods.

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