Multiple mod use at the same time?

Ideas?

Is there any way to use multiple mods at the same time? I like the capitol ship upgrades, and would like dabble in some others, but from what I see I can only activate one at a time. I only play off-line, so I'm not worried about multiplayer.
10,489 views 26 replies
Reply #1 Top
Unfortunately, the only way to do that is to merge all the various mods' changes into a single mod. It isn't too difficult, but you would have to read up on Sins modding a bit (there is a quick tutorial in the mod pack download).
Reply #2 Top
Afaik ,you can merge mods that dont use the same things,like a mod that makes planets bigger with a mod that modifies capital abilities.

Merging mods that both affect weapon graphic effects will cause conflicts and could cause bugged effects or even worse,crashes.
Reply #3 Top
You can merge some mods that change the same thing if you edit the files.
Reply #4 Top
I'll merge the mods for you, just tell which ones you want.
Reply #6 Top
I had been wondering the same thing, only I wanted to use both Sins Plus and the Sins of a Galactic Empire Beta mod. I've never modded any game before, so I'd like to now if it's even possible to merge these to mods, mainly becase I think the SoaGE beta effects planetary gravity wells...among other things.
Reply #7 Top
In theory it's possible to merge any mods, but if both try to change the same thing, then obviously you'll have to pick one or the other (for example, if both mods try to change the price of capital ships to a different value, can't have both).

Sins is fairly modular in design, so anything new will usually have its own files, so those shouldn't conflict and merging would be as easy as just combining the files. However, everything new added also usually requires modifications to something existing, and that's where the problem comes in.

The easiest and safest way to go about merging would be to get a freeware program that can compare file contents, there are lots of those around. The one I use I forget the name of (will check when I can), but it can basically compare two folders at once, show the differences between pairs of files in them, and is able to write the data from one to the other with a single click. It's very handy. But even with it, some files in Sins rely on the proper counters to work properly. For example, there's a counter for the number of research topics for each race. If one mod adds 3 topics, its counter will be I think 104 (TEC has 101 by default if memory serves). If another adds 5, its counter will be 106. If you merge them, you'll have an extra 9 topics so your counter will need to be 110, but the comparison program doesn't add them, it only replaces, so you'd have to keep track of these counters yourself.

Basically, merging mods isn't too bad if you're familiar with how Sins is set up, but if you aren't you'll likely cause some errors and crashes :( Especially in the case of Sins Plus and the SW Mod, both of which are pretty major.
Reply #8 Top
I like to use Real Capital Ships. I'm thinking of trying it out with Sins Plus. Thanks!
End of quote


I'll get to that very soon, I just found out I got an essay to write.
Reply #9 Top
...I think my head may have imploded.....nope, I'm good...though I do have a headache.

If you could, Annatar, get me a link to that file; I'd really apprreciate it.

I'm a major SW fan, so when I got the beta for the SW mod, I was extremely happy. For a while I was content, going against 7-9 'Unfair' opponents with fleets that would shade in half a gravity well with pretty colors, and causing a pretty intense firefight with just a class II Imperator with an escort of two Victory I's and a handful of TIE bomber/fighter squadrons.

THen I read about the Sins Plus mod, and what it offered as far as planets go and maybe a few techs. Now, I feel that the only way to hold me over until the full SW mod release is to merge these two mods. I've already downloaded the Sins Plus, so all I need to do is get a hold of that program you mentioned and merge them.

So...yeah...please get me the link to that program as soon as you can.
Reply #10 Top

Here you go, it's called Beyond Compare and has a 30 day trial period, should be long enough ;P

http://www.scootersoftware.com/

Good luck! I don't actually know what and how the SW mod works, haven't tried it, so I'm afraid I won't be of much help to you on the specifics, but if you run into trouble I might be able to help if you post the errors you get (go into the Setting folder in your user path, open user.setting and towards the bottom turn on the few error reporting options on by setting them to true).

Reply #11 Top

Thank you very much! I'll be sure to let you know if aything goes wrong....since I have no idea what I'm doing ^_^'

Reply #12 Top

umm.....what do you mean by 'user path'.....

god I'm so hopeless XD

Reply #13 Top

The place where you put your mods :P There's a folder there called Setting ;)

Reply #14 Top

...I knew that >.>

But now, I've run into another problem: my comp can't find the program I need to open it. I went to mods, then settings, and found the user.setting but when I double click it, my comp can't find a prgram to open it with.

 

Reply #15 Top

Use notepad :)

Reply #16 Top

....seriously?

 

Yeah, can you tell I'm not good at this? Seriously, the last thing I did that was anything close to modding was putting bottle-rockets on my Big Wheel when I was 7...

...and that didn't go too well ^.^'

Reply #17 Top

Ok, so I did that, now how in the hell do I work this program?

I've been able to compare the files and even 'sync' them...but when I try to do a data and text comparison, there is an error in opening the files!

I also tried to do a text merge, just for the heck of it....and the same thing happened.

What's going on?! T_T

Reply #18 Top

If you open the files in notepad, do they appear as standard text? Or seemingly random letters all over the place? If the latter, the file's actually in the binary format.

 

(Never used that program and no time to test...)

 

:fox:

Reply #19 Top

Well, when I opened user.setting, it was in standard text.

Could that be the reason? Because whenever I tried to compare them, three options on how to do so appeared: one f which was Binary. The other two were 'Rules based' and 'CRC'

Reply #20 Top

But if you try the .entity files they're not in text? If so, that means the mod team converted them to binary, and this is going to get a lot trickier. There is a way to convert binary back to text by using the ConvertData.exe included in the mod pack in the downloads section, but you'd have to do it for every file.

As for the program itself, the comparison options don't have anything to do with what the files are. Binary comparison means it will compare the files based on the binary values for each character (every letter/number/etc has a default binary value), and what you should use for the most accurate comparison ;)

Reply #21 Top

but you'd have to do it for every file.
End of quote
You should be able to get every file in a folder with *.* 

 

:fox:

Reply #22 Top

If it was coded to allow that as an argument :P

Reply #23 Top

Try *.entity first, then there's only about two more files that need tweaking, gameplay.constants and galaxyscenariodef.galaxyscenariodef, IIRC.

 

If you're trying to combine Sins Plus with SoGE beta, you'll also need to know that the Planets in SoGE have a MUCH bigger gravity well, so you'll need to tweak that too. It's a relatively problematic merge, I must say. :-|

Reply #24 Top

*the sound of his head exploding can thusly be heard throughout both the known, and unknown universe*

x.x...........................

Reply #25 Top

oops, sorry...

Yeah, that's a relatively ambitious merge. Just getting the galaxyscenariodef file right would take an experienced modder a day easily.