ok I have been reading here on the forums trying to get ahold of how to tweak my game to my taste. I have seen a couple things and have some questions.
1) I created a mod folder and made a subfolder called "GameInfo" (without quotes) in there with the edited .entity files. it did not work and gave a minidump upon trying to load the mod. I have Sins 1.17 and entrenchment 1.03 but was only doing stuff with the sins 1.17 entities. I got the reference entities from forge tools 3
a) @ #1... do I need Silveressa's text reference entities in this thread?
2) How do i use the convertdata utility? there was one in forge tools and in the game folder on install. I ran it in command line but couldn't figure out the syntax... totally stumped. Could someone who has figured out how to use this sucker give me the scoop?
3)I have seen some oblique references to these dev exe's ... what are they? what are they for? and how do I use them?
4) According to my understanding to get a mod to work you only need the edited .entity files in your mod folder.
a) should there be a subfolder? if so what should it be called?
do I need additional folders and files from reference info (or whatever its called... slipping my mind atm)
1. If you are doing a mod for Entrenchment 1.03 then you will need to remember to edit the manifest lines in the entity.manifest, also change the count number at the top for however many lines additional entityName items you add.
Please dont leave any open lines or spaces between lines. It will mini-dump.
Also, if you are adding 1.17 files to the 1.03 folder, you need to be careful, some will mini-dump the game, the def files, the gameplay.constants and other data files normally are in the main game folder and Entrenchment doesn't like them in the Entrenchment gameInfo folder.
When you edit, be careful, change as little as possible, wrong entries for values, or cutting lines out of a file, or adding lines will mini-dump many good ideas. These files usually have a form to them and a line count that the game likes to see when reading them.
So, gameInfo folder with minimally changed .entity files,
String folder if you are changing names or adding cool new names or whatever.
and the entity.manifest file,
that is it.
you can add other things, or take out other things usually, i tried running a mod without the manifest file and couldn't, but others have had just a handful of .entity files and their's ran fine, so i dont get it, but all i can say is go slow, double check yourself, change one small thing and fire up the game and give it a try.
If you want Silveressa's files, its a good idea, using converdata without proper commands might be part or all of the reason your mod isnt going.
2. Harpo and DK soase tool are good for converting files, but why do that if you can get them already changed?
3. Dev.exe's are modified game executables that actually allow you to add and delete and edit a game "on-the-fly" as you play it, its like having the ultimate mod, right there and you dont have to code it, or anything, just double click and start the game. Do a search online, or in the download area, that will show you how to use them, and what the commands are to do all the cool stuff, like adding ships immediately, changing the galaxy, or switching to another player point of view, all sorts of cool stuff.
4. You dont need any sub-folders.
If you want to include the sound folder, or add new meshes or textures or that sort of thing you can include them, but you dont need them if you havent. All of those folders are loaded by default anyway, so its cool.
Have fun and happy modding, oh, also, ask some of the modders to look at your changed files, tell them what you did of course, and just give them the changed files, not everything, haha, and someone will be able to help you along the way. Take care and keep modding!!!
-Teal