SoGE-Team SoGE-Team

[MOD] Star Wars: Sins of a Galactic Empire (Current Public Release: 4.10.1 [Rebellion 1.82])

[MOD] Star Wars: Sins of a Galactic Empire (Current Public Release: 4.10.1 [Rebellion 1.82])

NOTE: For access to the most up-to-date version of SoGE for Rebellion, please follow these instructions.

Sins of a Galactic Empire (SoGE) 4.10.0 release for Sins of a Solar Empire: Rebellion 1.82+
A Star Wars total conversion mod for Sins of a Solar Empire
08-09-2015

For a full change log see: http://www.moddb.com/mods/sins-of-a-galactic-empire/news/soge-4100-release-notes

INSTALLATION
=============================================
The whole mod is around 2.2 GB in size, when extracted

Extract the contents of the zip file to your sins mod directory
Example for windows XP C:\Documents\\My Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.X
Example for Vista/Win 7/Win 8 C:\Users\\Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.X

Next, before installing the mod proper, one must enable the Large Address Flag on Sins' exe.

This is is required for SoGE to work, or else it will not function correctly. This will not interfere with your ability play with other people (i.e. a person without an LAA exe can play with someone who has an LAA exe), nor does it break any rules set out by Stardock or Steam.

Step by step instructions:
1) Open "Large Address Aware.exe".
2) Select "Sins of a Solar Empire Rebellion.exe" to modify (click on the "..." button to browse). It can be found in the following folder:
...\Steam\steamapps\common\Sins of a Solar Empire Rebellion
3) Check the box specifying that you want to make the game large address aware.
4) Click on save to save the changes.

Full credit for this program goes to FordGT90Concept of http://www.techpowerup.com/forums/threads/large-address-aware.112556/

(See here for a more detailed walkthrough: https://www.youtube.com/watch?v=0hquH8iZXik
or: https://forums.sinsofasolarempire.com/381382/page/1/ )

To activate the mod, open the EnabledMods.txt file present in the previously mentioned folder and edit the file like so (this can be copy-pasted in):


TXT
Version 0
enabledModNameCount 1
enabledModName "SoGE 4.10.0"



The blank line must be present in order for the game to read the EnabledMods.txt file correctly.

An editted version of EnabledMods.txt has been provided with the mod; these instructions are here in the event that the provided file is lost.

The mod should be working fine if the only races you can select are Star Wars races. If this is not the case you have not properly installed the mod in your mods folder.

DO NOT ATTEMPT TO USE THE INGAME MODS OPTION PAGE TO ENABLE THE MOD, THIS OFTEN RESULTS IN A CRASH AND IS KNOWN TO CAUSE INSTABILITY.

ADDON INSTALLATION
=============================================
SoGE also has several addons available for it, which introduce various changes to the mod. Included in the main download is the "Squad Size Reduction" addon, which condenses all fighter squadrons into having a single super fighter and edits anti-fighter abilities to reflect that change. This addon was created primarily to reduce lag, for both singleplayer and multiplayer matches.

To install an addon, one must once again edit EnabledMods.txt, and place the addon above the main mod in the list like so:


TXT
Version 0
enabledModNameCount 2
enabledModName "SoGE Addon - Squad Size Reduction"
enabledModName "SoGE 4.10.0"



TEAM
=============================================
Lavo (Ship stats, abilities, tech tree work, rigging, interface icons)
Warb_Null (Models, textures)
Maxloef (Models, textures, particles, sounds, skyboxes)
starkiller623 (Maps)
Service_Disconnect (Interface icons)
Wawac (Interface icons)
mmeier1986 (Error/bug fixing)
Chimaera (Ship stats)
Many many beta testers, many who didn't do a thing, thanks to those that give us valuable feedback!

INACTIVE STAFF
=============================================
Evillejedi (Models, textures, ship stats)
NovaCameron (Planets; models, textures, and stats)
Psychoak (Abilities and tons of debugging [1.0E would have taken another year without his help])
Ludo Kreesh (SW Music, UI, interface icons)
Zoommooz (Tech tree additions/editting)
Evaders (Swrebellion.com Web support and general debugging)
sloosecannon (Coding, general debugging)
Ozwolf (Interface icons)
Pedro (SW Music)

CREDITS
=============================================
GoaFan77 (Modeling, texture, and ability assistance, mainview icons, and other insight)
Burntstrobe (All planet textures in the mod, save for the Acid, Rusty, and Gas Giant planets)
myfist0 (Modeling and texture assistance and other insight)
RC-1290 'Dreadnaught' (Shield impact shader, bloom/star shaders)
Snowba11 (Most of the premade maps)
Mick666 (Re-scaling of most premade maps, creating and contributing to the SoGE wiki)
Arvis Taljik (Praetor, Malevolence, and other, textures)
NomeMD (Sentinel model and icons)
Republic at War team (Rusty planet's original texture)
ERock72 (Providence hanger shield particle)
Nomada_Firefox (Created the Endurance's mesh from EJ's Nebula SD)
the50first (Getting IA2/RaW's Malevolence's textures to work in SoGE)
KrdaxDrkrun (A number of particles in this mod originate from his mod TotalEffects)
axeldude (Planet.fx)
Egosoft (Skybox textures)
Cole_Protocol (Assault Frigate Mk.II's cloaking particle)
ZombiesRus5, harpo99999, soviet.belldandy (Various tools and code repositories which helped speed things up alot)
Valpheus (Experimental Exhaust Colour Mod; removing team colors from exhaust)
MrPhildevil (Interface icons)
husker98 (A few maps built off of Snowba11's large galaxy map)
Drone04 (Mon Calamari Heavy Carrier, Rejuvinator's original concept art)
AdamKop (Rothana Battleship's original render)
Valpheus (Vasari Deep Voice mod)
dolynick, Uzii (dolynick's Galaxy Mod was integrated at one point in time, some remnants are still around)

Probably some other people we are missing, thanks.

CONTACT
=============================================
Forum http://www.moddb.com/mods/sins-of-a-galactic-empire/forum
Moddb page http://www.moddb.com/mods/sins-of-a-galactic-empire
NexusMods page http://www.nexusmods.com/sinsofasolarempire/mods/5/
Steam community page http://steamcommunity.com/groups/soage
Sins forum https://forums.sinsofasolarempire.com/411648
Wiki http://sins-of-a-galactic-empire.wikia.com
IRC #SoGE @ irc.coldfront.net

COMPATIBILITY
=============================================
Sins of a Solar Empire: Rebellion 1.82+

Download Links
=============================================

NexusMods

2,195,549 views 747 replies
Reply #176 Top

Similar problem. Played for roughly 15 minutes, only an engine glow for the Star Destroyer, then a crash.

Playing through Steam if that helps.

 Entrenchment 1.053

 SOAGE 2.0 with 2,1 patch

 Intel Duo Core

4GB Ram

Mobility Radeon HD 4330

 

EDIT. Played a second game, star destroyer no longer invisible, but still crashes/

Reply #177 Top

Quoting senor135, reply 175
i guess i shouldve written that more clearly, i did install 2.0E first, then followed the patching instructions as written at the MODDB download for 2.1E

Quoting jonko2, reply 176
Played a second game, star destroyer no longer invisible, but still crashes/

What are your graphics settings? SoGE is much more graphic intensive than regular Sins, you might have to tone it down a little. It's a known issue that having all the texture settings set to "Highest" can cause crashes.

Reply #178 Top

Quoting Lavo_2, reply 177



What are your graphics settings? SoGE is much more graphic intensive than regular Sins, you might have to tone it down a little. It's a known issue that having all the texture settings set to "Highest" can cause crashes.

 

My Vanilla Sins can run at around 40FPS on the highest settings, and only lags during large fleet battles upwards of 400 vessels. What would be the best graphic options for SOGE to maintain visual quality while reducing crashes?

Reply #179 Top

There's no straight answer I can give you, mainly due to the variation in specs, but I personally run SoGE on the following (have an i7-920 and ATI Radeon HD 5850):

Planet/Ship/Structure Detail: Highest
Ship/Structure Extras: High
Ship/Structure Bump: Low
Disabled Skyboxes and Bloom

I've heard some uses have set all the Planet/Ship settings to Highest with all the Structure settings to Lowest and haven't had problems. I do get a crash every once in a blue moon, but they always come in late game. Hope this helps.

Reply #180 Top

So I got the Mod and it runs great, even at highest settings. However, about 15 minutes into a game I get that "Program has stopped working error" and the game closes out. I'm running Windows 7 64-bit. Anyone have a fix or way to fix this?

Reply #181 Top

Oh, also, I don't notice any graphical blips or anything. I'm running it on the current version of Entrenchment, and I have the 2.1E patch.

Reply #182 Top

Meh, just read around and found out about the bug with running everything on highest settings. I guess I'll lower some stuff and check it out.

Reply #183 Top

Umm , your link (For the detailed installations) is a Malcious website , according to Norton anyway. Might want to get that looked at.

http://soase.weebly.com/placing-mods.html (Malicious Webstie - do not advise clicking)

 

Is this normal?

 

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I would like to also say i am getting some crashes. It seems to be related to zooming in and out? The game begins to lag (even in early game , just building things up) and it crash. Some times it lags and recovers without crashing. Sometimes it doesnt. Playing huge map , Aurlian Sector i believe. As Alliance vs Empire.
 
Windows 7 64 Bit. GTX 590. 12 Gigs of ram. Latest video drivers. Latest game patch.
 

 

 

Reply #184 Top

Quoting Marine112, reply 183
Umm , your link (For the detailed installations) is a Malcious website , according to Norton anyway. Might want to get that looked at.

That isn't our site; it went down a little while ago. The next full release won't make reference to the site.

As for the lag, what graphics settings are you using? SoGE is much more resource intensive than stock Sins, and as Sins is a 32-bit engine, you cannot run everything at Highest, even you have a powerful computer.

Reply #185 Top

Hi, I am having some trouble getting SoGE 2.1 to work on my computer. I downloaded it from the link on their homepage to MODDB.

I installed as per the directions on MODDB. I see the new race pictures (which look great!). It just freezes when I hit PLAY after setting up the game. SoGA 2.0 worked.

I have all graphics options on HIGH and disabled the Colored Skyboxes, Deep Space Skyboxes, and Bloom.

Is there any other information I should post?

-SPECS-

WIN7x64 Home Premium

ASUS Sabertooth 990fx

AMD FX8120

8GB DDR3 1600MHz

AMD RADEON HD6570

Reply #186 Top

Fiskonian, seeing as how 2.0 worked, there's only two explanations for why 2.1 isn't working.

The first, is that I assume you are using the ingame mod enabler to run/start 2.1, for some reason it does not like to work well with SoGE, as it does not load all the mod's files for whatever reason. The solution to this is to enable the mod before launching Sins, which can be done by editing the EnabledMods.txt file, which can be found in your ...\Sins of a Solar Empire\Mods-Entrenchment v1.053 folder. Also, as noted on 2.1's MODDB page, the proper checksum is: 506344820

The second is a messed up/corrupt installation. While this is unlikely, some users have found that after doing a new clean installation that problems they previously had with 2.1 cease to occur.

If these do not fix your freezing issue, I'll talk it over with you in more depth and try to iron out the issue.

Reply #187 Top

Alright. I have the right checksum. I tried the enabledmods.txt workaround as described to no avail. I deleted the SoGE mod from the directory and reinstalled it also without success. I suppose I shall uninstall and reinstall sins.

Thank you for the help! I'll let you know how it goes.

EDIT - I reinstalled Sins. Reinstalled SoGE and copied 2.1 patch into it. I now get the wrong checksum. Applied the mod through the enabledmod.txt. Game still freezes after I set up the players and hit start. (misspoke before saying play.)

Reply #188 Top

Before you copy the 2.1 patch over 2.0, make sure to delete 2.0's GameInfo folder, as per instructions. If that doesn't work then, I'm absolutely baffled as to why it's not working. However, the beta might work better for you.

I've recently reconstructed how it loads, that is split off each race, barring the Imperials, into stackable mini-mods. This way one does not have to load up every race at once, only the ones you wish to play with, which helps reduce resource usage. Installing the beta is via using Subversion, and TortoiseSVN specifically, sign up for it can be found here.

Reply #189 Top

I figured it out. After reinstalling the game I was getting really annoyed so I sat and thought and kept launchng and relaunching sins. I had an old shortcut that was set to run in XP Mode w/ admin priviledge. reset it to run as normal and it worked fine.

I dont really understand why this didnt work since the game works in XP and admin mode doesnt stop it from doing anything, but it worked fine immediately after i changed this.

 

Reply #190 Top

That's really weird. Well, at least it works for you now. I'll mark down this case for future reference.

Reply #191 Top

Hey,
I've check the last 3 pages for info but couldnt find the answer so here goes.
Hope i'm not gonna waisted your time.

Is this beautifull mod working with the new Rebellion Beta?
I do hope so because it looks awesome!

Reply #192 Top

Quoting Shadowleecher, reply 191
Is this beautifull mod working with the new Rebellion Beta?

We currently do not have a version working with the Rebellion beta. However, we do plan to have SoGE ported over to Rebellion so after it's release in June.

Reply #193 Top

Quoting Lavo_2, reply 192
Quoting Shadowleecher, reply 191Is this beautifull mod working with the new Rebellion Beta?

We currently do not have a version working with the Rebellion beta. However, we do plan to have SoGE ported over to Rebellion so after it's release in June.


Thanks Lavo, its a shame but i'll be happy to wait for it!

Reply #194 Top

I'm probably biased, but I think that the Viscount looks better than the stock Titans.



Reply #195 Top

yeah ur biased

but indeed the viscount does look amazing
did it get a texture overhaul for the new-ish engine?

and i am excited to play soge in rebellion!!! 

Reply #196 Top

There hasn't been a single change in the Viscount's textures. I literally just put in the Viscount as is into Rebellion to see how it would look; the result is something far better than anything I expected.

Reply #197 Top

indeed

that is pure awesomeness there congrats!!

Reply #198 Top

Man, you go away for 4 months, and come back and the SVN beta has turn into an official release, and with a patch no less :D

 

Downloading now, and congrats guys.

 

PS. Just reading through some of the previous posts, and you may well be the most patient modders of all time. That string of complete rubbish posted previously (by I'm sure you know who) would have been dealt with A LOT more harshly by basically any other modder I know. Anyway's, time to game.

Reply #199 Top

Quoting Lavo_2, reply 196
There hasn't been a single change in the Viscount's textures. I literally just put in the Viscount as is into Rebellion to see how it would look; the result is something far better than anything I expected.

Wow!!! That look's great. I bet the others modders are just salivating over the possibilities. (looks over to the DS guys)

Reply #200 Top

Quick question.. Does the new shadow system carry over into any model you put in game?