Ok, quick UBER noob modder question

Were I to make a mod, would I need to make a copy of the whole game and edit the files I wanted, putting that in the mod folder, or do I just need the modded files in the mod folder?

(I know I need to make a copy to mod to avoid breaking my game, just curious about this as I'm gonna try out my Super Cruiser Idea and maybe find a way around the fighter/planet thing if I get really brave...)

-Twilight Storm

5,108 views 7 replies
Reply #1 Top

Reserved.

-Twilight Storm

Reply #2 Top

just need the files that will make the changes nothing more (see example the powerful pirates minimod for DS)

Reply #4 Top

Well, the question is not so stupid as older versions of Sins (pre entrenchment) needed to have all the files and it also stands in the "ancient" mod documentation.

Reply #5 Top

Yes and I think mods for original Sins still do need all files, entrenchment and Dip. only need the files you change or add. The manifest files tell the game that the unchanged files are to be used so they don't have to be in your mod. Keep in mind that all files do need to be listed in the manifest file.

Reply #6 Top

So we are supposed to make an entity.manifest file with all of our revised entities in it, got it.

I remember having to do the same when it comes to making our string file with revised entity file listings.  In my mod folder, I have my string file folder, along with my gameinfo folder, as instructed by you before SuperZero, and now my new ship names and stats appear.  For this, I thank you, yet again.  Within my string file folder is my actual string file.  So far so good.

So now, do we just put our new entity.manifest file into our mod folder, or into our gameinfo folder inside of that, or do we dare touch the actual entity.manifest in our original game files?

I realized that the only way to go beyond changing stats and names is to figure out this entity.manifest problem.  Can't wait to finally get rid of that pesky research requirement for building orbital refineries, or other planet modules which should only require a cost and time to build.  It's not like these modules compare to the novalith, a new frigate/cruiser, or a star base.

 

SUPERZERO - I need your help yet again...

Reply #7 Top

The entitiy.manifest goes to your modfolder. It is basicly a text file which tells sins wath entities it should use, meaning that removing entries in the manifest also removes them from the game, just be sure that there aren't any entities which refer to that file and that it isn't in your modfolder. You can use harpoes manifest maker (a dream when you have 500 + new entities) which you can find in his tool thread.

I hope this helped :)