Draziv

Could we get a basic/simple guide to installing Mods?

Could we get a basic/simple guide to installing Mods?

Hoping for help and a sticky!

    I did 4 searches on how exactly to install mods and got nothing of value. While I understand this board is more directed at making and distributing mods I think maybe a sticky for all of us noobs would be nice.

So where do I install the Mod I downloaded?

Do I need to back up anything?

How do I uninstall this Mod?

Can I have multiple Mods installed?

Can I use Mods in multiplayer?

Will this mod turn my computer into something resembling skynet and take over the world?


I was hoping to get a sticky for all the noobs, myself included!
146,101 views 54 replies
Reply #26 Top

first you will want/need a either or both winrar and 7zip ot extract files then download and install galaxy forge from the sins download page
assuming you have sins 1.17/entrenchment 1.03,  the mods NEED to be placed here for xp
C:\Documents and Settings\'user name'\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\mods entrenchment v1.03
C:\Documents and Settings\'user name'\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\mods v 1.17

or here for vista/windows 7
C:\Users\'user name'\AppData\Local\Ironclad Games\Sins of a Solar Empire\mods entrenchment v1.03
C:\Users\'user name'\AppData\Local\Ironclad Games\Sins of a Solar Empire\mods v1.17

NOTE the first two folders after the 'user name' are hidden , so to see them you must first click on 'tools' then 'folder options', then 'view', then click on 'show hidden files& folders' then click ok, then you will be able to browse your want to the folder. I suggest when you find the folder that you create a shortcut to it on the desktop

the sins of the 13th tribe is an entrenchment mod so it NEEDS to be placed in the entrenchment v1.03 folder and you need entrenchment 1.03 to use the mod. you should look in the https://forums.sinsofasolarempire.com/351057 thread, it appears that it will work in 1.03 as the mod does not alter the entity's and the 1.03 patch only had entity changes in it.

harpo

 

 

Reply #27 Top

jcool746 sins of the 13th tribe is an entrenchment mod so it needs to be placed in the mods entrenchment v1.03 (and the mod does work in 1.03 as it does not change any entity files which is where the mod breaking changes from 1.02 to 1.03 happened

first you will want/need a either or both winrar and 7zip ot extract files then download and install galaxy forge from the sins download page
assuming you have sins 1.17/entrenchment 1.03,  the mods NEED to be placed here for xp
C:\Documents and Settings\'user name'\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods Entrenchment v1.03
C:\Documents and Settings\'user name'\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods  v1.17


or here for vista/windows 7
C:\Users\'user name'\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods Entrenchment v1.03
C:\Users\'user name'\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods v1.17

NOTE the first two folders after the 'user name' are hidden , so to see them you must first click on 'tools' then 'folder options', then 'view', then click on 'show hidden files& folders' then click ok, then you will be able to browse your want to the folder. I suggest when you find the folder that you create a shortcut to it on the desktop

hope this helps

harpo

 

Reply #28 Top

Of course instead of turning on hidden folders you could go on a easier method, but of course, you need/might need to type it in every time, address bar!!

To show it, go to View -> Toolbar -> Address Bar. and then type in the folder and directories, and then bookmark it.

Reply #29 Top

Quoting ShadowMastiff2468:

Means the mod file is in another folder of itself...so the game recognises the changes as you say but since its "one step further" instead of having Modname ---> gameinfo....you have modname---folder---gameinfo.

Sir, if I am to understand you, you're saying that we need to pull the files out of the folders they are sorted into and put them all directly into the mod folder itself? I.E. mods\modname.mod rather than mods\gameinfo\modname.mod ? Because I have the files in the second path as listed above.

Also, what does the 'enabled checksum' mean? I'm taking it to be the game counting how many different mods have actually altered it's functionality in some way? If I am using Mad Scientist, how many should that read, because the other thing that I could see it meaning is how many mods are screwing it up so that it won't work.

Reply #30 Top

treyn the mods NEED the gameinfo,mesh,particle,piplineeffect,sound,string,textureanimations,textures and window folders, and the files that the folders contain SHOULD remain in them. what shadowmastiff was saying that the person had placed the mod inside anothe folder of the same name and sins was NOT ABLE to find the folders that I listed above and was not able to activate the mod, which is why he suggested copying the folder up one level.

if you have the modsv?.?? \ mod name\gameinfo\mod's files  then you have the CORRECT file structure and should NOT alter them

the enabled mods checksum is different for each mod and each collection of mods that are active in entrenchment and changes based upon the changes in sequence of the mods and also changes in the mods, but ONLY the entity and mesh files are checksummed in entrenchment, all other files will return a 0 checksum nomatter how they are changed

harpo

 

Reply #31 Top

Many thanks for clearing that up. Unfortunately, I seem to have Art's Syndrome (Sequential Art reference, he makes tech fail) in that I've put the files as described above, enabled the mods in entrenchment, and see no change in the game. I'm sure it's something that I've done, but cannot decipher what that might be.

Reply #32 Top

do you have the manifests eslpecially the entity manifest?

harpo

 

Reply #33 Top

I have the entity manifest, and I think the rest of them are in there as well. entity.manifest is in the \mods-entrenchement\ folder.

Reply #34 Top

each mod NEEDS it's OWN entity.manifest and the manifests SHOULD be in the mod's folder eg dynamic 0.9b has a entity.manifest in the entrenchment 1.02/3\dynamic 0.9b folder which is potentially different for EACH mod depending upon which entity files are in the mod+entrenchment+sins

harpo

 

Reply #35 Top

Thank you for this. I cannot seem to remember where and what to do to add mods. Now hopefully with me replying to this I can come back to it from 'My Replies'. Again, thank you very very much for all this information.

Reply #36 Top

Is there any possibility to change the mod path???

 

I have very few space in the C: drive, so I need another Mod file on the D: drive.

Reply #37 Top

it appears to be set by the localapps value in the registry, but as this is us used BY ALL OF WINDOWS you should NOT change it or you will KILL YOUR WINDOWS almost as well as DELETEing the windows directory

harpo

 

Reply #38 Top

cool look forward to modding my version i love this game and i wish more would bring out goames like it

Reply #39 Top

Quoting harpo99999, reply 19
saviordd1 these are the paths to follow in a 64bit windows 7 but for 32 bit vishta all you do is remove the (x86)

C:\Program Files (x86)\Stardock Games\Sins of a Solar Empire\
C:\Users\'username'\AppData\Local\Ironclad Games\Sins of a Solar Empire\

the second one is the one you need BUT you MUST unhide hidden files & folders

harpo

 

 

I had the same problem as saviordd1 but when I follow the x86 directory, I still don't get a mods folder.

 

Any help?

Reply #40 Top

The second path is the one for mods, not the first.

Reply #41 Top

Quoting Lavo_2, reply 40
The second path is the one for mods, not the first.

 

I don't have the 'AppData' folder from the second.

Reply #43 Top

Quoting myfist0, reply 42
AppData is hidden

http://soase.weebly.com/placing-mods.html

Found it and got all the way up to the Sins of a Solar Empire folder.

 

No mods folder.

Reply #44 Top

Run your game first, it will create all of the folders.

Reply #45 Top

Quoting Stant123, reply 44
Run your game first, it will create all of the folders.

I've had the game for a while and have ran it many times.

Reply #46 Top

Quoting Stant123, reply 44
Run your game first, it will create all of the folders.

You need to go to the Mod section, even if you do not have a mod installed, in order for it to create the mod directory.

Reply #47 Top

Quoting Lavo_2, reply 46

Quoting Stant123, reply 44Run your game first, it will create all of the folders.
You need to go to the Mod section, even if you do not have a mod installed, in order for it to create the mod directory.

 

I've never actually seen the mod section. It's in Settings, correct? If so, I've checked there.

Reply #48 Top

DID YOU EVEN LOOK AT THE LINK I SUPPLIED?  x_x

 

The easiest way to find where to place the mod is through the game menu. Select "Options" in the main menu the select "Mods" then "Show Mod Path". Pressing "Show Mod Path" should create the folder if there is not one already.

 

Options Button  Mods Button  Show Mod Path Button

 

 

http://soase.weebly.com/placing-mods.html

 

READ       IT        ALL


Reply #49 Top

Quoting myfist0, reply 48
DID YOU EVEN LOOK AT THE LINK I SUPPLIED?

 

Some of it. The important bits, that is, but I can't look right now because the game is having minidumps everytime I start it up now, so...

Reply #50 Top

PEBKAC

 

 

O:)