New page created soa2.soase.x90x.net/Rebellion_mod_loader.html
For reasons we have yet to understand, SOA2 suffers from the dreaded 1st run crash which can be anywhere between a couple seconds after start, or well after an hour of play. This only happens when the mod is enabled through the in-game menu and only requires a game restart with the mod enabled to fix.
I have created 2 exe files that will now be included in the mods next update, which will start Sins of a Solar Empire with the Sacrifice of Angels 2 mod loaded, along with running a few other checks to prevent failure.
Sacrifice of Angels 2.exe
Sacrifice of Angels 2 Dev.exe
Checks the version of the SoaSE exe and matches this to the mod folder version. If Steam updated SoaSE and the mod can't be found in the new mod version folder, the loader will open our ModDB page and quit with a message.
Checks if SoaSE is already running.
If you place the mod in the Developer folder, and run the regular loader, asks if you would like a junction created, if no, a message to move or copy the mod to the proper folder and the loader quits. Does the opposite if you place the mod in the regular folder and run the Dev EXE.
Running the Developer EXE always wipes out all the settings and resets everything to the games defaults. If the Dev EXE is run, it now backs up the settings files first. If the regular loader is used, it looks for these backups and reloads them. No more keybinds lost or resetting screen size.
Checks if Steam is running, if not, starts Steam and the loader pauses for 5 seconds waits for the Steam Friends window to be active, then continues to load SOA2.
The 2 Rebellion mod loader EXEs are still bEta. Suggestions and feedback are welcome.
I created these with AutoIt which is based in pearl. You can decompile the exes if anyone wants to verify the code used. Code monkeys can check out the text files here ...
soa2.soase.x90x.net/loaders/Rebellion/Sacrifice of Angels 2.txt
soa2.soase.x90x.net/loaders/Rebellion/Sacrifice of Angels 2 Dev.txt
Damn: 1st WTF, Steam updated when I ran the loader and 5 secs will not cut it, I will need to create a loop that will check Steams status. Drones that stay connected to the collective will not have this problem. EDIT: Possible fix been added.