Sins Modding Package Up (Temp Version)

Ok, phew finally. I can't explain how much is going on right now but trust me its a miracle we got this together at all. You can download an incomplete "beta-ish" version of the mod materials Here

It isn't everything but it'll get you started. I'll move it to stardock's servers as soon as possible, hopefully with more stuff.

Enjoy! :)

[Edited by Zoomba - We've moved the files to take the load off of Ironclad's poor little web server ;)]

70,138 views 95 replies
Reply #1 Top
Thanks! :)
Reply #3 Top
Awesome, 30mb! Wow, we get some tutorial videos in it or something?
Reply #4 Top
Just took a look at it and I love the little Mod PDF file you included. Very easy and simple to read to give an overview of a view things. I wish more companies did something like this. Only other mod manual from the games I have played was for FarCry with the sandbox editor manual.

Cant wait for what other things you will give us. Keep up the great work. :CONGRAT:
Reply #5 Top
Sorry Blair, I have to apologize because I did not see this here when I was writing a post for the "What would you like in 1.03" thread, and promptly made a stupid statement about there not being a mod package. Great job man!
Reply #6 Top
Thanks blair, i'm already digging in :)
Reply #7 Top
I assume you don't have to include all the files in a mod, only the changed ones?
Reply #8 Top

voidster12 says from the previous thread on this:

"Even a pdf explaining this, this is outstanding! One thing? I did not see this listed, what is the max texture size for the UV maps? 512x512?"

Reply #9 Top
I think I shall mod in a Pony shooting rainbow lasers from its eyes!
Reply #10 Top
You know I said that they were takeing there sweet time putting this mod package together because; they were trying to put a bow on it and a sports braw to make it cute and appealing to nooblets.

I have to say victoria secret has a competitor now, "I like" this is the sexiest braw i've ever seen  :CONGRAT: .

Thank's Mr or Miss Blair.

Reply #11 Top
Thank you IC!
Reply #12 Top
Thanks much! :)
Reply #13 Top
After messing around a bit, it does crash if you delete the files not changed, which sucks. :(
Reply #14 Top
This was posted by psugar in another thread

Ok, apparently this is fixed in the patch which Frogboy spoke of. And I didn't have to do nuffin.

Briefly, the "copy whole folder" issue: at a low level, the engine separates things into folders... if it finds the GameInfo folder, it will pull everything from that folder. (Rather than loading specific files, it enumerates the files in the folder and loads them) To change the engine to handle pulling things from two different folders and deciding what to do if there's a conflict is non-trivial... not massive, but not trivial.

In addition, what do you do if you want to remove files that were in the original folder and only use the ones in the mod folder? You can't, because it will fall back to the original. Unless we add a switch to say "don't use original folder" to the mod - fine. Then what do you do if you are stacking mods and one says "don't" and one says "do"... it's a potential black hole of messiness.

Cheers
End of quote


My question is does this apply to everything you modify? for instance say you modify one file in GameInfo folder another in Mesh folder and finally in Texture folder, do you still have to provide every single file from the original folders into your mod folder whether you've touched them or not?

If this is still the case it's going to make even the simplest of mods pretty big in size and also only allow you to run one mod at a time unless i'm missing something. The only reason i ask is i ran a test on a smiple modification to star_blue changing the mesh, and of course in the mesh file i changed the texture name and provided the texture. first test game crashed, so i copied all gameinfo files into mod folder, ran second test game didn't crash but didn't have any menu textures. So i can only conclude you have to provide all files in every folder you modify whether you've touched it or not. is this true?

In the case of my Mod Sin's Enhanced, which is or maybe was planned to be very modular in design but i was under the impression you could enable multiple mods as in other games which can be modded. As with size my current edition of Sins Enhanced - Sky Box Edition is already nearing over a 100megs with just files i've changed/added in the texture fold, but if i had to include all other textures too, we are talking about a pretty big download.

Hopefully i'm just missing something and paranoid but if all this is the way it works i don't know if it's worth it to mod the game.
Reply #15 Top
I and the rest of the battlefleet gothic mod team thank you for... letting me go back to work :NOTSURE:.
Reply #17 Top
Kcissem, that would happen only if you want to make a self-installing mod. Otherwise simply include changed files with installation instructions telling people to copy the required vanilla game folders themselves, then overwrite them with yours. The unchanged files stay as they were, the new ones get added. Voila, no large downloads!
Reply #18 Top
Kcissem, that would happen only if you want to make a self-installing mod. Otherwise simply include changed files with installation instructions telling people to copy the required vanilla game folders themselves, then overwrite them with yours. The unchanged files stay as they were, the new ones get added. Voila, no large downloads!
End of quote

yes you are right on that part, but this still means you can only have one mod enabled at a time because everyone you enable overwrites every files. Designing the modding system this way doesn't make sense. It probably won't make me quit modding the game but will definately make me redesign my whole philosphy of having my series be multiple mods (modular). This system just doesn't make sense, makes me think the devs didn't think far enough ahead in their engine design. I can't think of any other game that touts themselves as being highly moddable working in this way. hopefully i'm wrong about how i think it works in sins.
Reply #20 Top
Well, most games that are modded can only have one mod running at a time. I dont think that there are too many games out there that let you have more than one mod running at once, is there?
Reply #21 Top
See. A little patience, and some faith in our dev's pay off. What other game companys gives this kind of support huh? hmm? huh? hmm?

Thanks Blair. Now time to get SoA2 made :CONGRAT:
Reply #22 Top
Actually, I know that Splash Damage (Quake Wars), Gas Powered (Supreme Commander), and Crytek (Crysis) are active on their forums helping others.

However none come close to Ironclad. Usually the others are like "Yea will get it to you soon" And thats all you hear for 2 months. Ironclad is great in that they tell you they are actually working on it. :HOT:
Reply #23 Top
remember when modding the level up % for capital ships

that in %, 100%=1.00 and not 100.0 lol
Reply #24 Top
The game is officially released on 2/10/2008. :CONGRAT: 
Reply #25 Top

Hey, folks. I hope I don't sound too newbish, but I'm very interested in modding the hell out of my copy of Sins, and I wanted a little bit more information about the tools that were included in this pack.

I understand the purpose of the "Galaxy Forge" application, and I've already gotten to work on the contents of the "Reference Data" folder to some interesting results. However, what are the "Convert Data" and "ConvertXSI" applications for?

Thanks in advance for answering my questions; I hope to be modding with the best of you someday ^.^