![]() ![]() You can still play the game but spawned units and the like will not be visible to the other player. Note: Most if not all commands in this menu will result in a desync if used in a multiplayer game. manifest files do not reload, so if you need to add an entirely new file you still need to exit the game. Supported file types include (though there may be others) all entities, textures (though some visuals like tech trees and most UI are only generated at the beginning of the game and thus this doesn't help you), meshes, and string files. For things like entity weapon visual settings, textures and other files where you really have to see the effects in the game engine, this saves you a ton of time that would have been wasting by exiting and relaunching Sins every time you had to make a change. ![]() This means if you change one of these supported file types in a mod, the game will immediately reload the file with any changes on the spot. The Dev.exe supports the reloading of several file types in game. These two features are really the only way to get useful data about crashes, so learn to use them. Second, these errors along with tons of other bits of extra background information, is logged into files in your AppData debug file (the log name is displayed on the Dev menu bar). First, any major errors or alerts the game runs into will be displayed in a little error box in game, which is a huge help for debugging mods. ![]() When using the developer.exe, two helpful setting changes are enabled by default. In addition to the commands that are defined below, the Developer.exe has several built in special features that are always active and a big help with testing mods. Search for “IDS_CAPITALSHIP_PSIBATTLEPSIONIC_NAME”. Open up \03 - Not So Weak Advent Rebels\String\ English.str in your favorite text editor.Ĩ. Copy your “ String” directory from to \03 - Not So Weak Advent Rebels.ħ. You should see “StartValue 2100.000000” right below it. Open CAPITALSHIP_PSIBATTLEPSIONIC.entity in a favorite text editor.ĥ. Copy \GameInfo\ CAPITALSHIP_PSIBATTLEPSIONIC.entity to \03 - Not So Weak Advent Rebels\GameInfo\ CAPITALSHIP_PSIBATTLEPSIONIC.entity.Ĥ. Or simply copy the GameInfo from Tutorial 02 into this tutorial’s directory.ģ. Create a new directory in your called “ 03 - Not So Weak Advent Rebels”Ģ. Summary: We are going to buff up the only capital ship advent can build from Tutorial 02.ġ. Note that you can now only build one type of capital ship! Start the game as Advent Rebels and build the Capital Ship Factory. Save the file, restart the game and enable this mod. Right below “capitalShipInfo”, change the “count 6” to “count 1”, then delete the next 5 lines:Ĩ. Open up \02 - Weak Advent Rebels\GameInfo\ PlayerPsiRebel.entity in your favorite text editor.ĥ. Copy \GameInfo\ PlayerPsiRebel.entity to \02 - Weak Advent Rebels\GameInfo\ PlayerPsiRebel.entityĤ. Create the “GameInfo” directory inside 02 - Weak Advent RebelsĬ:\Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.85 Dev\02 - Weak Advent Rebels\GameInfoģ. Create a new directory in your called “ 02 - Weak Advent Rebels”Ĭ:\Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.85 Dev\02 - Weak Advent RebelsĢ. Summary: We are going to add the Advent Rebels back in, but they won’t have the technology to build all of their different capital ships.ġ. Note that you can no longer select the Advent race for you player. This may take a few seconds, the engine is restarting to use your new mod.ĥ. Start the Sins of a Solar Empire Rebellion Dev.exe and enable your new mod. Scroll to the top and change the count -2.Ĥ. Search for PlayerPsiRebel.entity and remove the entire line.Īfter both lines are removed, the section should look like this. Search for PlayerPsiLoyalist.entity and remove the entire line. Note: Opening new mod file types for the first time will typically bring up the "Open with" window, choose a favorite text editor like Notepad or NotePad . Copy the entity.manifest from the to \01 - Remove Adventģ. Open the new entity.manifest from the 01 - Remove Advent mod. Create a new directory in your called “ 01 - Remove Advent”.Ĭ:\Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.85 Dev\01 - Remove AdventĢ. No one will be able to play the Advent in our new Mod.ġ. Summary: We are going to remove an entire race from the game. You won’t have to restart the engine to change a mod, just to create a new one and have it appear in the list. You must restart the game to see any new mods. The name of the directory will be the name of the mod. C:\Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.85 DevĢ. ![]()
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