harpo99999

harpo99999

Joined Member # 3054274
14 Posts 7,187 Replies 33,192 Reputation

berbinator, question 1 the vanilla files from 1.15 in the forge tools can work in 1.17, BUT the entrenchment files are from 1.01 WHICH HAS CRITICAL differences to 1.03, and the differences WILL DUMP. silveressa used my txtbin gui which is in my modding utility pack at the bottom of the op in this thread question 2 the folder structure is mods-v#.##\mod n

17 Replies 16,530 Views

teal, there are SIGNIFICANT diferences between vanilla and entrenchment eg each planet,planet module and ship in entrenchment has a rendershield true that is NOT in vanilla,also the mines,starbases and extra cruisers,tech tree research, window files, and these are just off the top of my head harpo

10 Replies 12,187 Views

it will ONLY be a string file editor & also suit translators, I might drop the read entity files part as it will NEED the location of the reference files as the program WILL ONLY read TXT mode files and this is the area that is stuffing me up. I could email you the early alpha but it would only frustrate the hell out of you. it is nowhere near to beta yet. harpo

40 Replies 40,711 Views

berbinator, question 1 the folder for mods in vanilla 1.17 is Mods-V1.17 and for vanilla you NEED all the files & folders under your mod's folder, eg GameInfo,Mesh,Particle, PipelineEffect,Sound,String,TextureAnimations,Textures AND windows, but for entrenchment you only NEED the CHANGED and added files with any added files added to the correct manifest in the mod question 2, I created my <a title="harpo's txtbin gui thread" href="https://forums.sinsofasolarempire.com/3532

17 Replies 16,530 Views

teal the BAD news is that it is a SINGLE file not a case for a batch to convert files using the convertdata's between txt & bin, but I did start a string editing program but ran into some difficulties with it, and am trying to think around the problems of the error checking part of the program. I might just kill the error checking and mearly indicate the entity and reference value that is accessed, and add in planet,star,capital and starbase name edit, add and delete functions. h

40 Replies 40,711 Views

upon futrther testing with the correct string count YES we CAN add additional ship AND starbase names, and they are randomly selected, eg my first starbase used my ninth starbase name and the second starbase took the tenth name harpo

40 Replies 40,711 Views

I have tried adding extra capital names and starbase names to the string file and all I get is Minidumps on my development comp. so I am re-installing entrenchment, but testing the extended string I only get string not found , then I remembered to add the number of strings to the count harpo

40 Replies 40,711 Views

jtaylorpcs, it looks like there is a problem in the create spacemine buff that the researcherAI has a bug in the mod you were playing at the time, at least that is my guess harpo

495 Replies 1,064,958 Views

teal, on this hunt I have checked the registry and the galaxy's also for ANY hidden files & or folders, and the only references that I can find for ship names are in the string file ie 49 names for tech caps, 39 names for vasari caps, 30 names for advent caps, AND ONLY 6 names for each race's starbases. I have also searched ALL the non-exe files and found NO reference to the IDS_CAPITALSHIPNAME file. it looks like this is set in the exe. harpo

40 Replies 40,711 Views

RTM is Release To Manufacturing OEM is Original Equipment Manufacturer or RTM is the BASE windows 7 code and the OEM is from the smaller system builders AS I am an OEM in australia I NEED to know harpo

36 Replies 63,334 Views

teal, I have a micro SOUND only mod for entrenchment that ONLY has a sound folder with the particular sound files that I want to change, and load it low down in the loading list, no gameinfo or manifests just the mod's folder containing the sound folder which contains the sound file I want to use instead of the default sounds harpo

37 Replies 19,298 Views

mr_blut3d I have not seen a entrenchement version of this mod, and I read all the mods just to see what is happening, and offer what little help I can, but there are NO significant alterations from 1.15 to 1.17 beyond the numerical changes, so the mods should work in 1.17 which all genuine sinners will have, or can easily update to. harpo

1,730 Replies 4,153,588 Views

eadteas, ahve you downloaded my modding utility pack ? I ask as it also contains my manifest maker which will build any of the potentially wanted manifests for entrenchment and it's mods as well as the mod updater, txtbin gui, map updater and all the support files for my utilites harpo

13 Replies 62,115 Views

just one warning the reference files are for entrenchment 1.01 NOT the current 1.03. silveressa has uploaded a copy of the txted files and I also have uploaded a utility to convert files between txt & bin. if you use the 1.01 reference files in 1.03 YOU WILL GET MINIDUMPS!!! please use either silveressa's files OR a utility similar to my txtbin gui h

2 Replies 3,652 Views

minidumps are usually related to mods either with errors OR for an earlier version. you could also try renaming your mods folder for xp C:\Documents and Settings\'user name'\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\mods or here for vista/windows 7 C:\Users\'user name'\AppData\Local\Ironclad Games\Sins of a Solar Empire\mods NOTE the first two folders after the 'user name' are hidden , so to see them you must fi

5 Replies 5,343 Views