Blair Fraser Blair Fraser

Sins Modding Package Up (Temp Version)

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 ;)]

70,137 views 95 replies
Reply #76 Top
You'd be surprised. The ones who thought they could code diluted the community to the point where there was a bunch of vaporware mods and then decided to shit-talk anyone who disagreed with them about what could be done with the xmls. It was really a bad situation and only a couple mods survived intact. There's no reason .entity editing needs to be any simpler, I've made a thread for minimod requests so if someone wants something simple done and doesn't want to do it themselves they can simply ask there.
End of quote


LOL. Will you think before posting just for a second. I was working on the Total Realism mod for EAW. Yep realism based on Star Wars films. For inctence removing stupid units such as arty units for rebels or making Storm troopers a dreadfull land force and not just a a meat for a grinder. Or even adding more dramatic effect to the space combats. We released 3 versions of our mod and then some memebers left for steiner modding group while others left AoW 2 mod.

Now the main difference between Sins and EAW is that Sins were implemented with idea of making the game easy to mode therefor everything is or almost everything is changeable to some extent. In EAW almost everything was hard coded. For exemple when we wanted to add repair ability to droned and force repairs on fleets after engagement we were told that it isn't possible because it was hard coded.

When we tryed to imporve the AI and force it to past tec level 1 we were unable because some of main AI functions were again hard coded and just to make things laughable when we wanted to modify the engine glow of starships the lead artist told us that they hard coded that thing too.

So what was the point of the EAW. It sucked just like UAW sucks and like C&C sucks.

Sorry but you can't blame the community for making announcements because we were promised moding tools and continious support only to find out that most interesting things were requiring the access to the code source itself in order to be moded or implemented.


P.S.

For converting to different formats you can always use deep explorer. It converts to every existing file format for 3d and 2d.
Reply #77 Top

I can't wait to try this out!
Reply #78 Top
i am new to modding but i dont know how to add my own ships.
can anyone help me here?
Reply #79 Top
the only prob i had was for 5 misn trying to figure out what to open the files with, i did that onlien search thign didnt work then i tried soem other things then my last resort.... notepad and it worked yay.
Reply #80 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? I don't know about games you've played but most games i have modded allow for more than one mod running at once as long as the same files are not edited, and if they edited you could just merge the two, but then again maybe i'm just too used to how modding works in the Elder Scrolls Oblivion. Still in Sins you can run more than one mod as long as you overwrite your original files in your Install Directory. This would just take the user knowing not to overwrite files from one mod from another before merging the two. Maybe some poor fool who knows programming could even make a tool that can package and install a mod while keeping track of what files were edited by what, so when another mod is installed the user would know if it had conflicts or not. Using a tool such as this would allow multiple mods to be installed without ever the need of using the Mod Folder which is pointless now anyways.
End of quote


Um.

Alright so if you wanted to have modular mods, couldn't you just have users copy the new files into the old Mod folder and VOILA, it would just add to the existing mod files/overwrite old files and it would work fine.
Reply #81 Top
scratch what i said above. i just cant get my small mod to work
i start the game and upload my mod and it freezes right there. anyway to fix this?
Reply #82 Top
The problem with actual version of the game is that you need all files from a foldder that the file is in. For instence if you chenge lets say gameplay.constants whihc is in the gameinfo follder you need to copy entire folder not just that single file in your mod directory.

Reply #83 Top
hey guys, ive been looking around and trying mods and all, i made my own 3d model i want to convert to a file that the game reads, but for some reason the xsi convertor starts and then closes without giving me any error or something, anyone knows whats wrong? ( got vista btw)

thx in advance
Reply #84 Top
Final Package up anytime?
Reply #85 Top
Just thought i'd slip in a cheeky post here.

Im currently developing an AJAX web based GUI for the Sins mod tools. It'll be for editing all the mod files, but in a nice, easy to use interface. With logins for users, so they can login, change their mod, shares attributes with ppl, etc etc. It'll also automatically create a ZIP with all the text versions of the files AND a binary blob thats automatically been made using the conversion tool.

I was just wondering if I would be the only one using it, or if this interests other people at all? If so, I shall happily show everyone the source files and things whena little more progress has been made. (Currently, only attributes can be changed and applied - no graphics changes available yet).

Its currently in PHP/MySQL, with an AJAX/CSS based front-end.

I'll supply a link when shes a little more stable - I was just wondering what other people thought of this and if anyone thought it would be useful to them?
Reply #86 Top
Any chance we could get the non Binary version of the 1.03 patch files so we can update/create mod's using the latest versions of the files?
Reply #87 Top
I'll second that, though I think its a bit early and we'll be lucky if we get them today, or even tomorrow. Couple of days is my guess, although I sincerely hope I'm wrong.
Reply #88 Top
I and the rest of the battlefleet gothic mod team thank you for... letting me go back to work .
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............... XD

Nice mod set! And I DO thank you.
Reply #89 Top
And then it all died...

HornedBeast: Yes, it would be useful. It is one thing to manually edit one file in notepad, it is another to edit a dozen for the same single change and not make any mistakes.

P.S. Coding is actually writing something like the GUI editor. Moding is altering the game files from the vanilla version.
Reply #90 Top
Would it be possible to have a Q&A session or section with Developers sometime relating to what can and cannot be done with the core game engine and supporting files?
Reply #91 Top
What can and cannot be done is clear. The question is whether or not silly things like hardcoded limits will _ever_ be changed.
Reply #92 Top
What's the word on the final mod tools? Are they still coming?
Reply #93 Top
yeah they are derbal213 but as everyone else we gotta wait for em
is waiting patiently but is still antsy and is drooling over the potential
of the final mod package :)

haha is thinking of the fun were gonna have making stuff that the devs NEVER thought of!

modible games are the greatest games out there

i like to cheat but im not gonna get into that here
Reply #94 Top

I too want the full version of the mod tools, and sooner than later if possible.
Building mods of huge size, let alone merging mods together, is a huge task.
Most moddable games come with a separate program that allows you to mod it. I am hoping that this is what we have all bee waiting for. Also, the ability to get around the hard coded limits. They are so annoying, and really limit the game's potential.

DANMAN
Reply #95 Top
What can and cannot be done is clear. The question is whether or not silly things like hardcoded limits will _ever_ be changed.
End of quote


Hardcoded limits are a problem, it would be nice to see the game engine read and set such things from an external file like so much else in the game. Weapon and Flair points would be top of my list grrrrr.

What can and cannot be done is not clear, atleast not to me for example if I was to write a new Vertex shader what sort of things could be accomplished?