Anyone Mod 1.1 Files yet

MOD 1.1

So I have used the new ConvertData.exe from the 1.1 download to do some of the files within the GameInfo folder for the new install, but for some reason I go to load the MOD and Bam!!!! "Thanks Emril" I get the Mini-Dump screen, anyone sucessfully MOD any files at all for v1.1 of Sins?

5,748 views 6 replies
Reply #1 Top

the forge beta 1.1 is out now, so you won't have to convert everything into text anymore.  :D

haven't tinkered with it yet as I just downloaded the update and forge tools.  I'm hoping to add some extra capital ships though to each faction.  at the moment existing ships will likely be used (I'm no modeler), so I can test how AI plays out with new ships.

Reply #2 Top

Yes.  I managed to get DO_SG-Ancients to work with version 1.1 of the game.

There are a few changes to the way things work that cause a minidump on mod load of 1.05 mods.  This is what I've found so far:

1)  English.str has a lot of new entries. It's gone up to 5353 from 5256 default.  You need to rebuild your .str and use the new padding number.

2)  All ability entities no longer use the "isPassive" T/F value.  Instead they must have useCostType in it's place.  Values that work that I know of so far are "Antimatter" and "Passive"

3)  SupportShip_PhaseGunship.mesh no longer exists.  This won't affect many mods but if you are using it you have to either copy the .mesh from the 1.05 data (I haven't tried this to see if it works for sure but it would resolve the missing .mesh error hopefully) or you have to substitute a different mesh.

After making those changes, DO_SG-Ancients would then load correctly and I was able to start a game in Dev Mode.  That's about as far as I've gotten so far but I am thinking I will try to play a game after I finish this post.

Good luck.

-dolynick

Reply #3 Top

Quoting dolynick, reply 2
2)  All ability entities no longer use the "isPassive" T/F value.  Instead they must have useCostType in it's place.  Values that work that I know of so far are "Antimatter" and "Passive"
End of dolynick's quote

And RA must have the 3rd type, which is resources.

Reply #4 Top

You basically have to go over each of your mod files, and make sure they are in similar format to the 1.1 reference files.

Also the textures have been changed as well. The -cl texture uses alpha for team color now. and the specular maps have been moved to the red channel on the -da texture. That should be just an easy swap out.

Basically its just the tedious task of making sure your mod files match the 1.1 format 1 file at a time.

Reply #5 Top

It should only take a few minutes if you use a mass compare tool like BeyondCompare.

Reply #6 Top

I just put up a 1.1 MOD - Capital Ship Hard Shields. I juat restarted the MOD with Reference Files from the Forge 1.1 package.