fix the damn "Apply changes" aspect of the game!!

seriously???

this game like most things made in the usa USED to work!!! not any damn more... wtf??? fix your damn "Apply changes" button IN THE GAME. I am so thoroughly sick and tired of having to retype the info in the damn "enabled mods" file every damn time i change mods to play!!!

 

That's NOT MY DAMN JOB. you, the game creators created that aspect of the vanilla game so that it would be easier to use mods. IT DOESN'T WORK and neither has it worked correctly in many months.

 

Some gracious modders like Geofan, i remember him, kindly tell us that we DO have to change the info in that damn box. Other mod leaders also inform us that that info has to be changed.

I have been playing this franchise since the original SINS came out and that aspect has always WORKED til a couple fo months ago.

Please do your damn jobs and figure out what you broke and fix it!!! Oh and when u OD fix it DO NOT damn well break any of the mods. Those mods have nothing to do with the basics of the game.

 

OH and your getting ur collective asses chewed out cause this is an item that never ever should come to the attention of a player!!!

SO please fix this issue so we can play the game more often.

Oh and if it's a fucking steam idiot issue then YOU deal with those idiot assholes. I'm thoroughly tired of them always blaming things on devs and publishers when it's logically their fault.

 

Thank you and sorry for yelling at you like your an idiot child. i don't think of you people in that way, but geez. you've had more than enough time to figure out what you changed to break it and fix it.

9,377 views 3 replies
Reply #1 Top

This is a long standing issue, it's not new.  I expect you're just getting into more hefty territory, mod wise.  It has never been advisable to use the in game loader for total conversions.

 

It would be nice if we didn't have the mysterious first run crash, and there do seem to be ways to particularly hose the thing so it wont even load and unload mods, irrespective of whatever the other problem is.  Still it's nothing new, it's been an unsolved mystery of the Sins engine since mods got complicated enough to set off whatever the problem is.

 

The in game loader is really quite inefficient anyway, you're much better off with a shortcut to your enabledmods.txt file, so you can set it up like I have.

 

You just can't do this with the loader:

TXT
Version 0
enabledModNameCount 2
enabledModName "SOA2 Legacy Pack"
enabledModName "SOA2R"

enabledModNameCount 2
enabledModName "SOA2 Legacy Pack"
enabledModName "SOA2R"

enabledModNameCount 2
enabledModName "SOA2R_TCMP"
enabledModName "SOA2R"


enabledModNameCount 5
enabledModName "SotF3Colonial Reb"
enabledModName "SotF3CylonReb"
enabledModName "SotF4ColonialReb"
enabledModName "SotF4CylonReb"
enabledModName "SotF5Core"

enabledModNameCount 1
enabledModName "STA3"

enabledModNameCount 1
enabledModName "SOA2R"

 

Nice, rapid switching between the various mod sets I currently utilize, mostly in my quest to turn SOA2 into a real 4X, occasionally for fun(Zombie's BSG mods being my latest source of amusement).

Reply #2 Top

this game like most things made in the usa USED to work!!! not any damn more... wtf??? fix your damn "Apply changes" button IN THE GAME. I am so thoroughly sick and tired of having to retype the info in the damn "enabled mods" file every damn time i change mods to play!!!
End of quote

Actually, the ingame mod options menu has been broken since Entrenchment. In fact, recent Rebellion patches have improved it's reliability, though it still is not perfect.

Reply #3 Top

The apply mod button would need to somehow unload the RAM before loading a full conversion. Maybe detect how big the mod folder is, then if it is sufficient size, ie, full conversion, restart the game or have a way to dump existing assets before loading more.

I have to agree, this has been an issue for much to long.