Instant defeat when i load my mod.

Ok I now need help with the freezes im getting. Read posts for details...





8,346 views 21 replies
Reply #1 Top
You must be using the 1.02 gameplay.constants file, which is known to cause this problem if you have a mod set to "enable on load".

Make sure you're using the updated 1.03 file, which you can get from your game folder (it's already in text), or the 1.03 reference data in the downloads :)
Reply #2 Top
Ok well basicly i just removed the enable on load and it worked great for 2 games but i restarted and tried to load now and im getting min dumps when i try to load it.
Reply #3 Top
Okay, do me a favor please, open the gameplay.constants file in your mod's GameInfo and tell me if it has a line right on top to set max fleet cap to 2300. :)
Reply #4 Top
Yes there is:

TXT
GameplayConstants
maxShipSlots 2300
Reply #5 Top
Okay, so that file is the cause of all your problems :P Replace it with the gameplay.constants from the GameInfo folder in the Sins install, then all your dumps and instant losses won't happen anymore.

1.03 changed gameplay mechanics that are stored in gameplay.constants, so using an old file that the game doesn't know how to read anymore is bad :P
Reply #6 Top
It didnt work!
ok you know what screw it! I was trying to be lazy but thats not going to work. Im just going to restart from scratch with the 1.03 gameinfo folder. Thanks for your help.
Reply #7 Top
Good luck :P Post again if it still doesn't work, but rather than pasting the whole file just paste the lines you changed ;)
Reply #8 Top
Well Im back and ive hit anouther road block. The mini dumps have stopped and i redid the "super" cap ship and everything ran fine. So because everything was good i decided that "Oh Im so good at this" and made all the other TECH caps into "super" caps. Well...I loaded the game and tried to activate my mod and now the game freezes when ever i try to activate it.

Is there limites to how "super" your aloud to make a ship before the game can read all the data or something? Please help me.
Reply #9 Top
Well Im back and ive hit anouther road block. The mini dumps have stopped and i redid the "super" cap ship and everything ran fine. So because everything was good i decided that "Oh Im so good at this" and made all the other TECH caps into "super" caps. Well...I loaded the game and tried to activate my mod and now the game freezes when ever i try to activate it.

Is there limites to how "super" your aloud to make a ship before the game can read all the data or something? Please help me.
Reply #10 Top
By freezes you mean just doesn't respond? Or does it minidump or anything?

Did you just change existing numbers in the files, or try to add something?
Reply #11 Top
It just freezes up and ihave to cntl+alt+delete out. And no i just used the existing files that i got off the site.
Reply #12 Top
I'm guessing it doesn't do that without the mod? It's very unusual that it would freeze completely, almost as if it's trying to initialize the engine with your mod and can't do it. Did you put in any insanely high numbers?

But even then, it should just do a minidump, not freeze..

Try going back to just the one ship, I guess, and see if it still does it.
Reply #13 Top
When you load a mod the game engine "reboots" without exiting, how long are you waiting before you CTRL+ALT+DEL?
Reply #14 Top
I wait about 2-3 min to be honest but when i ctnrl+alt+Del it says "not responding" so that usely means its locked up.

PS: I have windows Vista if thats at all important
Reply #15 Top
Did you put in any insanely high numbers?But even then, it should just do a minidump, not freeze..Try going back to just the one ship, I guess, and see if it still does it.
End of quote


They didnt seem unreasonably high to me. 3k hull, 2k sheild, autocannons each do 40 dmg, 5 squadrans, 8k credits, 2k metal, 1k crystal. I did make the beam laser at the front of the ship pretty large, acually comicly large just for laughs but i was able to load a game up before. Anyways those changes dont sem to bad
Reply #16 Top
Also i have:

Intel dual core 2 duo proc 2.2ghz

3 gigs RAM

Reply #17 Top
Sorry for the multiposting but I just think up everything at once.

Anyway's, I set the max speed of one of my smaller ships to 5000. This is proabably the only unreasonable variable i can think of. Could that have caused the problem? I cant really fix it because i cant rembmer what ship is was.
Reply #18 Top
The only time I've ever had a complete freeze on booting sins was when I accidentally hit enter in the middle of a line of code. Look for typos, most specifically look for line breaks or hitting tab one too many times. Generally, invalid values causes mini-dump, invalid syntax causes lock-up.
Reply #19 Top
Also extra line breaks (empty lines) will cause the coding to malfunction.. honestly though, unless you modified a LOT of data, it shouldn't be hanging up for 2-3 mins when you enable it.

Most coding mistakes would cause a minidump... I would suggest either starting over and loading the game after each file you change, or use a program like WinMerge to compare all the files you changed and see if any mistakes were made.

As far as the speed increase for small ships, I would think that would cause a lockup in the middle of a game, not when you enable the mod. If it were me, I'd change the speed of the scout, colony, or strike craft ships. Check those if you think that might be the cause.
Reply #20 Top
Ok thanks for the help on this.
Reply #21 Top
Idk anymore. I guess the engine just isn't capable of dealing with so many complicated changes. Ive done three different mod's each time doing less and less and it seems that when ever i change more then one file it causes the game to freeze up on me.