High_Guard

High_Guard

Joined Member # 3123272
12 Posts 47 Replies 1,311 Reputation

So to start, I need to edit the GSD with orbitBody and PlanetType, and add said planet to the entity manifest. What about innate buffs? IE, urban planets from Distant Stars having the Trade Center economy boost, or the mining/refining boost from the Maelstrom mod's mining world? I've seen buff entities, and have copied them as well, but after three hours of fighting with this (including starting over from scratch, twice) I'm as close to getting this working as I was two we

11 Replies 29,565 Views

Did that. Not working ingame. I've added entries to the GSD, also copied over the relevant entity files, textures and meshes for planets, no luck. What does the manifest file do? What am I missing? When I imported some ships, it wasn't this difficult, but I understand the game needs the GSD to tell it what planets can be used...

11 Replies 29,565 Views

I'd have to share my customizations to any other people I play with, that I get. I'm still banging my head against the wall though... I found out about the entity.manifest file and what it does (LOL) and have edited it accordingly, but still can' get any custom planets I've imported ingame. They show up in galaxyforge though, which I think is a bit odd...

11 Replies 29,565 Views

An update: Removed Rebellion, restarted PC, reinstalled from scratch... no change. I wonder if there is something broken in the mod manager, because I can manually edit the enabledMods txt file with certain mods, but if I try to enable them ingame, i minidump to desktop.

6 Replies 10,564 Views

That's a new one on me. I didn't realize that planets referenced that file. I took the "vanilla" Rebellion (with both DLCs) entity.manifest file and copied it into my planet mod. Now that I've gone through the two mods from which I have borrowed a planet, and added relevant entries to the entity.manifest file (I've also added to the number list at the top) ......still nothing. Any other thoughts?

7 Replies 8,951 Views

From the little I know about modding, I'd ask have you created a mod folder with relevant subfolder entries and the files in question in said mod folder? Then enabled in the mod manager? Dunno if that helps you at all.... I'm wondering how to go about adding new planet types into a mini-mod that just adds new planets. I can't seem to get it to work; I can add new planet types in galaxyforge, but ingame they don't show up, no phase links to them at all...

2,761 Replies 7,632,751 Views

Done some troubleshooting on this and I am quite thoroughly defeated. I've tried adding a bunch of planets at a time, that failed completely, SINS crapped out & Galaxyforge wouldn't open. Thinking I'd just bitten off more than I could chew, I scaled down to adding a single planet and VOILA! after copying over the relevant entity, mesh and texture files, and updating the galaxyscenariodef editor, I was able to create a simple map with my new planet. When I launched the game to

7 Replies 8,951 Views

I'm looking to compile a "mod" of sorts for PERSONAL entertainment that will include a few more planets than come with the stock game (of Rebellion with both addons). I presently am bouncing between Maelstrom and Distant Stars - what I'd like to do is export a few planets from each and turn them into their own dedicated mini-mod so I can make maps with a wide variety of planets. Ideally, it'll be compatible with Distant Stars and a mini-mod I've made for myself and was able to

7 Replies 8,951 Views

I don't understand this myself, this worked perfectly yesterday and I haven't made any changes of any kind, but now, suddenly, whenever I try to load a game with mods, Rebellion insta-crashes. Any mod, any conversion, NOPE. Running Rebellion with Stellar Phenomena & Forbidden Worlds DLC. Have already verified integrity of game cache; it downloaded a couple small files. Stock game works fine, but any mods that introduce new content fail (IE, Armada 3, Distant Stars for Rebe

6 Replies 10,564 Views

I actually have a similar question, and figured it best to put it here rather than create a new thread. I'm looking to compile a "mod" of sorts for PERSONAL entertainment that will include a few more planets than come with the stock game (of Rebellion with both addons). I presently am bouncing between Maelstrom and Distant Stars - what I'd like to do is export a few planets from each and turn them into their own dedicated mini-mod so I can make maps with a wide variety of plan

11 Replies 29,565 Views

Doesn't look like it's the most current version; I've managed to work around it and am ignoring it for now, I'll look into it at a later date. Thanks for the assist though. ANOTHER QUESTION: How would I (if I felt so inclined) import planet types from one mod to another? IE, say, a couple planet types from Maelstrom into Distant Stars? Just for my personal playing around. And assuming that I've got the current versions of both mods... ;)

1,189 Replies 3,583,428 Views

I've resorted to copying the entire GalaxyForge folder out of the base folder it's in, and putting it in combinations of the root SINS directory and the main mod I'm playing, to no effect. I'm starting to think that the map pack tilesets itself is designed for an older version of SINS, maybe Diplomacy, or Rebellion prior to all the DLC... And thank you, lol. I don't see it being an out of memory dump, I haven't had one of those in forever. More inclined to thin

1,189 Replies 3,583,428 Views

Dang. I suppose I could try and grab screenshots and edit them, but that probably wouldn't work the way I want it to. Oh well, I'll live with it, it's cosmetic really. Thanks all!

6 Replies 8,078 Views

I've got it in the first mod that's enabled, even though it doesn't have a GalaxyForge folder. I created one and put it in, no effect. When I tried putting it into the GameInfo directory, it minidumped when I tried to launch it...

1,189 Replies 3,583,428 Views

Oh crud. Okay, I see a bunch. What I've done is pull ships from different mods into a mini-mod of sorts just for myself. Seems if I grab all of them, I'm going to progressively overwrite them, and some ships therefore won't have the custom ones, but rather the ones for the stock ships I replaced... Unless I'm not understanding this right...

6 Replies 8,078 Views

Not as such, exactly, but 'solsystemterra' IS, and that is the one I have been using. Just tried it again, no joy. Tried a couple others, like 'solsystemmars' and 'solsystemmercury' to no effect. I KNOW that this file (GSD) needs to be someplace, having it in the galaxyforge directory in my main game directory (I'm assuming) is the right place.

1,189 Replies 3,583,428 Views

They sure do. I find it interesting tho hat Sol system planets simply don't get added at all - I created a test map with a phase lane linking the two starting home planets you get by default, added Earth, linked it to both home planets and started a new game - no phase lane to Earth and no Earth.

1,189 Replies 3,583,428 Views

I know I've asked this before and now I can't find it. Trying to recreate an old map I had originally made for Diplomacy using the Distant Stars tileset and now planets from Sol system tileset don't load; if I put myself on, say, Earth, I get insta-lose. If I create a map with other content (including urban planets, industrial, forest, etc) the sol system gravwells don't spawn in game. I have a vague idea that it involves making sure the galaxyscenariodef file is in the r

1,189 Replies 3,583,428 Views