Moguta

Moguta

Joined Member # 3536049
4 Posts 147 Replies 26,340 Reputation

Wow, you mean all this time we could've been telling everyone to look for their mod folder in "%appdata%\Ironclad Games\Sins of a Solar Empire", rather than those two long, messy, OS-specific paths? Will definitely take note. And that makes it all the easier, as my program won't even have to perform an OS check. Thanks! :D EDIT: Evidently it's %appdata% instea

20 Replies 15,181 Views

SpardaSon21: I certainly hope your plot summary doesn't mean that you missed how Palpatine orchestrated the CIS/Trade Federation breakaway from the Republic from the very beginning. (Although, what never made much sense to me is how exactly he knew that Anakin was going to come into the picture.)

1,730 Replies 4,133,467 Views

Thanks for all your inputs! Consensus seems to be: Yes, Bob, I'd like to buy a vowel! [e digicons]:grin:[/e] Consider this application under development . [quote who="harpo99999" reply="7" id="2475052"]the main reason I had not attempted to write such is that I do not have the information on extracting from the various archive formats, also the mod might be for an older version and could crash the game if it is not in the correct version folder and t

20 Replies 15,181 Views

Whiskey, just viewed that application. Seems to be geared more towards mod distributors. While that's one angle -- and not a bad one by any means -- I'm speaking more of giving users an application that will auto-install ANY mod. (See mock-up screenshots I added above.)

20 Replies 15,181 Views

It seems one of the most complicated things to using Sins mods is simply installing them. If you're not a power user, it involves following one of two arcanely-long directory paths, learning to create a folder, and making sure the mod is dumped into the location correctly. Repeat for each new installation. And patches require even a little more know-how. So, I've decided to write a SoaSE Mod Auto-Installer program that looks at a mod's archive, the Sins installation

20 Replies 15,181 Views

[quote who="Nacey" reply="1738" id="2474211"]Multiplayer Games: We've setup a thread for everyone to organise their multiplayer games in and also setup example times and dates for most people to meet up and start games. These are what we hope to be the main times for people to be around and want to play games together. The times are: 4pm EST (9pm GMT) Saturdays & Sundays 9pm EST (2am GMT) Saturdays & Sundays If you want to organise other games plea

8,423 Replies 15,671,895 Views

This mod is pretty darn awesome. And I thought Requiem was impressive! Curious, though? Why are Rebel/CIS lasers orange rather than red? Also, where do we report bugs? I found several instances of "String Not Found". Keep it up guys! :D

1,730 Replies 4,133,467 Views

I really wish there were some way to import & export Sins meshes to & from Blender. That's the only thing missing to make Sins a completely-free game to mod.

25 Replies 71,981 Views

Carbon: I submit we change the "Mods" category to "Modding". To me, a category called "Mods" means it'd have entires like "Distant Stars" and "Bailknight's Graphic Mod", whereas "Modding" has more to do with the general process & concepts behind it. Everyone: We're highly in need of contributors! Modders of all color -- beginning, veteran, ace -- let us know what you'd most like to see in a centralized modding resource, too! We'd

61 Replies 39,532 Views

Ah, gotcha. I thought it could be used on its own. Is there any way that the wiki can be modified to see single linebreaks as , so that we don't have to have all this code littering the pages? Also, I know about the [[WikiArticle|LinkText]] link, what I was referring to I found via Wikipedia: #REDIRECT [[Target page]] You're welcome. I'm just really trying to get this thing off the ground, because it seems like it could be such a useful r

61 Replies 39,532 Views

New update released! Changes: - Fixed texture for TEC carrier's missile turret that caused excessive bloom - Deleted Vasari Enforcer mesh (and its shield mesh) since the textures were applied incorrectly - Reduced opacity of the shield hit effect from 6x unmodded Sins to 2x Stuffi: Is the green checksum # what it should be? Also, I just released a new version; you shoul

273 Replies 925,176 Views

[quote who="MacKnightt" reply="51" id="2461710"]I visited the post CAPITOL SHIPS CREATION FROM SCRATCH, helpful for now. I open up the four files, such as; Unit_Hud_CurerOver.TGA and the other 3, From Entrechment and saw that it was almost full. Question: Can I expand the image (on the right) and would this create problems later, would it make a lot of work or anything I am unaware of right now.[/quote] I [i]think [/i]this is okay, as long as you make sure the ima

61 Replies 39,532 Views

[quote who="Smeghead2k6" reply="28" id="2463683"]Thanks for updating this mod, it's really good! Only thing that irks me is the really high shield opacity when something is taking alot of hits, say a starbase or a Radiance with animosity activated. Is it possible to set an upper limit to the opacity or is it a strictly linear thing? Shame it's not possible to replace the shield altogether with something more detailed as it would certainly be a nice bit of eye candy for those with c

273 Replies 925,176 Views

[quote who="rommhan" reply="583" id="2462939"]Failed to find brush: HUDICON_PLANETBONUS_LOOKS+[/quote] GoaFan or Jason: The mod currently doesn't seem to be using a Brushes.manifest file. If I understand correctly, not including this manifest means that the game will only load the default Entrenchment brushes... which would explain an error like this.

827 Replies 2,303,160 Views

Just found out that the TEC carrier-capship's missile turrets have used a bugged texture since Sins first released! I'll put the fix in with the next BKG Mod release, but for any modders out there, here is the corrected missile turret texture (mitigates the overbloom effect): http://www.mediafire.com/file/mjyzlwzugmm/EffectTechMissiletower-da.dds

273 Replies 925,176 Views

Nice guide! As Ice pointed out, it indeed can be generalized to any shiptype, and seems more of "how to give a new ship all of the appropriate icons" than "ship creation from scratch". But regardless, it's information that would be quite useful to add to the new Sins Modding Wiki! I'd encourage you to contribute your knowledge here: https://forums.sinsofasolarempire.com/369183 [e digicons]^_^[/e]

25 Replies 71,981 Views

The icon was there before the wiki was changed to its black/orange color scheme. If you're not sure how to get that back, I guess keep it a different color so there's some way to differentiate between the wiki and offsite links. And I wouldn't mind doing this if it weren't locked, but the main page seems in need of more links. At least to general categories or something. It might make it easier for potential contributors to find things to edit in the new, growing sta

61 Replies 39,532 Views

Mazuo, I don't think shields ever glowed a specific color. To me, they always seem to reflect the color of the skybox. And I do still see those "target reticules", but Bailknight's hit effects are often large and bright enough to mask them. And in addition to deleting the Frigate_PhaseHeavy mesh to get rid of the mis-textured Vasari Enforcers, you'll want to delete the Shield_FrigatePhaseHeavy mesh too.

273 Replies 925,176 Views