Error modding vanilla Sins

So I just reinstalled vanilla Sins so I can mod and play it. When I create my mod and try to enable it in game, the game creates a minidump and crashes. For some reason I thought the game needed files from the other two expansions, so I installed those as well. I looked up some posts and ran the dev version to see what exactly is going on and these are the errors I get:


Assert @ C:\Projects\P4\SinsDiplomacy\Release\CodeSource\GS/Entity/EntitySystemHelpers.cpp(356)

pipCloudEntityDefNames.At(i).IsValid()


Assert @ C:\Projects\P4\SinsDiplomacy\Release\CodeSource\Engine/DataStructures/DynamicVector.h(172)

i >= 0

From one post, harpo says the vanilla Sins files are super old and I decide to get the reference files. I replaced the vanilla Sins files with the reference files from modDB for Sins 1.195. I am still getting the same errors.

The only thing I want to mod is vanilla Sins not Entrenchment nor Diplomacy. I just want to edit some values of the existing files in GameInfo such as gameplay.constants. I also found out that the game crashes even if the mod folder contains nothing except the GameInfo folder being empty e.g. Mods-v1.195/custommod/GameInfo/(nothing inside)

 

Any help would be much appreciated, if all else fails I'll just suck it up and play Entrenchment, since Entrenchment and Diplomacy actually works when I mod them.

4,264 views 6 replies
Reply #1 Top

Vanilla Sins is very difficult to mod due to it requiring the mod have ALL of Sins' files present. Just work with Entrenchment or Diplomacy; it doesn't have this requirement.

Reply #2 Top

Original Sins requires everything from the games assets to be inside your mod folder to function correctly (Check out other Original Sins mods like SoA 2 to see examples). That is the only pain in the ass about it, because it makes it harder to keep track of what you have changed, or if something goes wrong it makes it harder to track down the problems.

Like Lavo said. You are much better off modding Entrenchment, Diplomacy, or Rebellion, because they only require the modded, or changed files in your mod folder (plus the manifests).

If you really want to mod original sins then copy these folders from the original game, and put it in your mod folder. The GameInfo, Font, Galaxy, Mesh, Movie, Particle, PipelineEffect, Sound, String, TextureAnimations, Textures, and Window. For the steam version of trinity you may need the AppData folder copied too.

I know it seems ridiculous to copy all of that over, but if you dont you will minidump every time.

Then you can use the reference files to replace the binary files in game. Just keep track of what you change, because if you do get errors you are going to need to know exactly which file you changed, and what you changed in it.

Reply #3 Top

Quoting Major, reply 2
If you really want to mod original sins then copy these folders from the original game, and put it in your mod folder. The GameInfo, Font, Galaxy, Mesh, Movie, Particle, PipelineEffect, Sound, String, TextureAnimations, Textures, and Window.
End of Major's quote

Told you this before 

JUST     REference        Files

if they still have the old mod tools with the original reference files, you can see no sounds or textures included . add those as needed

 

If you are talking about the full set I uploaded I will test them now

Reply #4 Top

LOL ok Try just the reference files.

 

Reply #6 Top

Quoting Major, reply 2

Original Sins requires everything from the games assets to be inside your mod folder to function correctly (Check out other Original Sins mods like SoA 2 to see examples). That is the only pain in the ass about it, because it makes it harder to keep track of what you have changed, or if something goes wrong it makes it harder to track down the problems.
End of Major's quote

I did not know vanilla Sins was this stubborn, thanks for the info.

Quoting myfist0, reply 5

Working

I downloaded http://www.moddb.com/company/soase-m0dders/downloads/reference-files

extracted Reference_Files_Org_v1.195

enabled mod

loaded, playing now

Do the same and rename you Reference_Files_Org_v1.195 to "My Uber Supper Dupper Mod" and enable
End of myfist0's quote

 

This worked, thanks a bunch. I did not know that you had to have most of the game files within the mod folder as well. I did not think to even try that. I did have the correct reference files and everything, I just did not place them inside the mod folder, but instead I replaced the original game files(backuped of course) in the game directory hoping that would fix it and it didn't.

Thanks for all the help.