[quote who="B3Bomber67" reply="5" id="3978963"] Make sure you've set your Sins2 game data path in Solar Forge properly, which it sounds like you have, but go in Solar Forge File > Mods... and make sure you apply your mods there as well. Otherwise Solar Forge doesn't know to load them. [/quote] That did it, thank you very much! I thought it was just a display which mods are currently enabled in game for map building or creating something that u
Skyderion
I found the error origin: There are no missing files or connections in the .unit or .unit_skin. (I crosschecked the file structure with other base-game ships, and my modded ships work fine inside the game as well.) However, SolarForge is unable to find the .unit_skin file (or any other file referenced in .unit) if it is not located in the base-game folder ("D:\Steam\steamapps\common\Sins2" in my case). I copied the .unit_skin from my mod folder over into the "...\entities" fol
Thank you for the tip. I didn't know you could open .unit files in SolarForge. I tested with the advent battleship to learn how it works. However, when I used one of the already finished ships from my mod, it showed an error saying it couldn't find the .unit_skin, even though the ship works fine in game. Edit: I misread. It says "unit_skin_definition not found", so it's not the unit_skin missing, but another file that I didn't know of until now. What is the unit_skin_defi
Hey there, I started building a mod with a new faction and ships. While creating the .unit file for my first ship I was wondering: Do you have to define everything manually or is it enough to put the mesh_point in and the rest will get filled out automatically, when "building" the mod with peon from the sins2modtools or loading the mod in game for the first time? I use the sins2modtools from Gi