Archiving the text in the original post...
Hey guys,
I have need of some testing help. Nothing real complicated I'd just would like you to activate the mod and try starting a couple of games.
This is a diplomacy 1.32 version only (I won't be supporting any new content in Entrenchment).
Basically I have 4 mod parts that can be activated with Sins of the Fallen.
Fallen Planets [System]
Used to activate different celestial systems. These systems currently include the stock Sins planets though these may be removed in future releases.
Supported systems:
SotF Planets Sol
SotF Planets Rigel
SotF Planets SinsPlus
SotF Addon [Type]
Contains various gameplay or effect addons.
Supported addons:
SotF Addon Artifacts - Currently places a dead alien battleship in plasma or magnetic clouds.
SotF Addon Effects - Brings Bailknights effects to Sins of the Fallen.
SotF Addon Moons - Adds moons and prototype moon bases to Sins of the Fallen.
SotF Militia [Name]
Allows SotF races to be used as militia (Tech is the default militia, hence no militia addon).
SotF Militia Advent
SotF Militia Colonial
SotF Militia Hypercorp
SotF Militia Nephilim
SotF Militia Plague
SotF Militia Rogue
SotF Militia Vasari
SotF Race [Name]
New races and factions for Sins of the Fallen
Support races:
SotF Race Advent
SotF Race Alliance - Unfinished, new models but not much else
SotF Race Archailect - Unfinished, bairly any work done
SotF Race Colonial - See [SotF] Blood and Chrome for more details
SotF Race Hypercorp
SotF Race Nephilim
SotF Race Plague
SotF Race Rogue
SotF Race Tec
SotF Race Vasari
SotF Core
SotF Core Flagship (Optional mod, Requires SotF Core)
SotF Core (The base mod that must be activated every time)
Here's the rundown of what I need tested...
In theory you should be able to activate the above mods following these simple rules and in this order (Note: R5 is the current version I'm testing)
SotF Planet [System] R5 (Activate 0..1 only)
- Optionally activated (i.e. a Fallen Planet System does NOT need to be activated, instead default planets will be used).
- Only one planetary system should be activated at a time (i.e. don't activate Sol then Rigel as you'll only get Sol).
- Planetary systems should be the TOP mod in the list.
SotF Addon [Type] R5 (Activate 0..many depending on preferences)
- Optionally activated (i.e. not activating the addon simply means the features won't be present in the game).
- Any or all of the addons may be currently activated at the same time.
- Addons should follow the Fallen Planet System mod or be listed first in the mod activation setup.
SotF Militia [Name] R5 (Activate 0..1 only, Requires corresponding SotF Race to be activated if not Tech/Advent/Vasari)
- Replaces the standard TEC Militia with the race of your choice.
- Some races are easier due to DPS/Supply while others are badass like Colonials
SotF Race [Name] R5 (Activate 1..many depending on effect settings and system specs)
- Any or all of the races may be currently activated at the same time (effects should be reduced to High/Medium/Low if you activate everything). NOTE: Some systems may not be able to activate all races especially with the addition of the Colonials. Do not activate races if you don't plan to use them. This will save on system resources.
- SotF Race Advent R5, SotF Race Tec R5, or SotF Race Vasari R5 must be activated if you want these races to be selectable or randomly selected.
- Races may be added in any order, however the opening theme music will be based on the top most mod.
SotF Core Flagship R5 (Optional)
- This mod must be enabled directly above SotF Core R5.
- Activates a revised form of my Flagship mini-mod previously released.
- Flagships are automatically spawned at game start and you only get ONE.
- Flagships have FOUR targets per fire-able bank and increase at double the rate of capitalships per level.
SotF Core R5 (Required)
- This mod must be placed last if you want things to work right. This is the core mod and has all the necessary wiring to enable the various races in SotF.
Link for testing (All patches should be applied in the correct order).
This is a clean upload, please delete any previous installation prior to installing SotF Core R5.3. Failure to do so may result in mini-dumps. Note for R5.3 I split the upload into three files to make it easier on me. You will need at a minimum SotF Core R5.3 and then you can optionally download the BSG races and/or the Fallen races.
SotF Core R5.3 (download) ~ 170MB, Download me first!
SotF Races R5.3 (download) ~350MB, Contains Plague, Nephilim, Rogue and Hypercorp
SotF BSG Races R5.3 (download) ~225MB, Contains Colonial and Cylon (as militia).
--- I'll leave R5.1 up for a while as it's fairly stable ---
SotF R5.1a (patch) - Planet package patch for galaxy forge.
SotF R5.1 (download) - This is a clean version of the mod. You may wish to delete your previous version prior to unzipping.
Please post any feedback on mod activation or issues here.
Thanks, ZombiesRus5
Example: EnabledMods.txt
enabledModName "SotF Core Flagship R5"
has to be directly on top of
enabledModName "SotF Core R5"
like
enabledModName "SotF Planets Sol R5"
enabledModName "SotF Addon Artifacts R5"
enabledModName "SotF Addon Effects R5"
enabledModName "SotF Addon Moons R5"
enabledModName "SotF Race Colonial R5"
enabledModName "SotF Militia Cylon R5"
enabledModName "SotF Race Cylon R5"
enabledModName "SotF Core Flagship R5"
enabledModName "SotF Core R5"
EnabledMods.txt:
TXT
Version 0
enabledModNameCount 10
enabledModName "SotF Militia Advent R5"
enabledModName "SotF Race Advent R5"
enabledModName "SotF Race Hypercorp R5"
enabledModName "SotF Race Nephilim R5"
enabledModName "SotF Race Plague R5"
enabledModName "SotF Race Rogue R5"
enabledModName "SotF Race Tec R5"
enabledModName "SotF Race Vasari R5"
enabledModName "SotF Core Flagship R5"
enabledModName "SotF Core R5"