first you will want/need a either or both winrar and 7zip ot extract files then download and install galaxy forge from the sins download pageassuming you have sins 1.17/entrenchment 1.03, the mods NEED to be placed here for xpC:\Documents and Settings\'user name'\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\mods entrenchment v1.03C:\Documents and Settings\'user name'\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\mods v 1.17 or here for vista/windows 7C:\Users\'user name'\AppData\Local\Ironclad Games\Sins of a Solar Empire\mods entrenchment v1.03C:\Users\'user name'\AppData\Local\Ironclad Games\Sins of a Solar Empire\mods v1.17 NOTE the first two folders after the 'user name' are hidden , so to see them you must first click on 'tools' then 'folder options', then 'view', then click on 'show hidden files& folders' then click ok, then you will be able to browse your want to the folder. I suggest when you find the folder that you create a shortcut to it on the desktop
the sins of the 13th tribe is an entrenchment mod so it NEEDS to be placed in the entrenchment v1.03 folder and you need entrenchment 1.03 to use the mod. you should look in the https://forums.sinsofasolarempire.com/351057 thread, it appears that it will work in 1.03 as the mod does not alter the entity's and the 1.03 patch only had entity changes in it.
harpo
jcool746 sins of the 13th tribe is an entrenchment mod so it needs to be placed in the mods entrenchment v1.03 (and the mod does work in 1.03 as it does not change any entity files which is where the mod breaking changes from 1.02 to 1.03 happened
first you will want/need a either or both winrar and 7zip ot extract files then download and install galaxy forge from the sins download pageassuming you have sins 1.17/entrenchment 1.03, the mods NEED to be placed here for xpC:\Documents and Settings\'user name'\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods Entrenchment v1.03C:\Documents and Settings\'user name'\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods v1.17
or here for vista/windows 7C:\Users\'user name'\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods Entrenchment v1.03C:\Users\'user name'\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods v1.17NOTE the first two folders after the 'user name' are hidden , so to see them you must first click on 'tools' then 'folder options', then 'view', then click on 'show hidden files& folders' then click ok, then you will be able to browse your want to the folder. I suggest when you find the folder that you create a shortcut to it on the desktop
hope this helps
Of course instead of turning on hidden folders you could go on a easier method, but of course, you need/might need to type it in every time, address bar!!
To show it, go to View -> Toolbar -> Address Bar. and then type in the folder and directories, and then bookmark it.
Quoting ShadowMastiff2468: Means the mod file is in another folder of itself...so the game recognises the changes as you say but since its "one step further" instead of having Modname ---> gameinfo....you have modname---folder---gameinfo.
Quoting ShadowMastiff2468:
Means the mod file is in another folder of itself...so the game recognises the changes as you say but since its "one step further" instead of having Modname ---> gameinfo....you have modname---folder---gameinfo.
Sir, if I am to understand you, you're saying that we need to pull the files out of the folders they are sorted into and put them all directly into the mod folder itself? I.E. mods\modname.mod rather than mods\gameinfo\modname.mod ? Because I have the files in the second path as listed above.
Also, what does the 'enabled checksum' mean? I'm taking it to be the game counting how many different mods have actually altered it's functionality in some way? If I am using Mad Scientist, how many should that read, because the other thing that I could see it meaning is how many mods are screwing it up so that it won't work.
treyn the mods NEED the gameinfo,mesh,particle,piplineeffect,sound,string,textureanimations,textures and window folders, and the files that the folders contain SHOULD remain in them. what shadowmastiff was saying that the person had placed the mod inside anothe folder of the same name and sins was NOT ABLE to find the folders that I listed above and was not able to activate the mod, which is why he suggested copying the folder up one level.
if you have the modsv?.?? \ mod name\gameinfo\mod's files then you have the CORRECT file structure and should NOT alter them
the enabled mods checksum is different for each mod and each collection of mods that are active in entrenchment and changes based upon the changes in sequence of the mods and also changes in the mods, but ONLY the entity and mesh files are checksummed in entrenchment, all other files will return a 0 checksum nomatter how they are changed
Many thanks for clearing that up. Unfortunately, I seem to have Art's Syndrome (Sequential Art reference, he makes tech fail) in that I've put the files as described above, enabled the mods in entrenchment, and see no change in the game. I'm sure it's something that I've done, but cannot decipher what that might be.
do you have the manifests eslpecially the entity manifest?
I have the entity manifest, and I think the rest of them are in there as well. entity.manifest is in the \mods-entrenchement\ folder.
each mod NEEDS it's OWN entity.manifest and the manifests SHOULD be in the mod's folder eg dynamic 0.9b has a entity.manifest in the entrenchment 1.02/3\dynamic 0.9b folder which is potentially different for EACH mod depending upon which entity files are in the mod+entrenchment+sins
Thank you for this. I cannot seem to remember where and what to do to add mods. Now hopefully with me replying to this I can come back to it from 'My Replies'. Again, thank you very very much for all this information.
Is there any possibility to change the mod path???
I have very few space in the C: drive, so I need another Mod file on the D: drive.
it appears to be set by the localapps value in the registry, but as this is us used BY ALL OF WINDOWS you should NOT change it or you will KILL YOUR WINDOWS almost as well as DELETEing the windows directory
cool look forward to modding my version i love this game and i wish more would bring out goames like it
I had the same problem as saviordd1 but when I follow the x86 directory, I still don't get a mods folder.
Any help?
The second path is the one for mods, not the first.
I don't have the 'AppData' folder from the second.
AppData is hidden
http://soase.weebly.com/placing-mods.html
Found it and got all the way up to the Sins of a Solar Empire folder.
No mods folder.
Run your game first, it will create all of the folders.
I've had the game for a while and have ran it many times.
You need to go to the Mod section, even if you do not have a mod installed, in order for it to create the mod directory.
I've never actually seen the mod section. It's in Settings, correct? If so, I've checked there.
DID YOU EVEN LOOK AT THE LINK I SUPPLIED?
The easiest way to find where to place the mod is through the game menu. Select "Options" in the main menu the select "Mods" then "Show Mod Path". Pressing "Show Mod Path" should create the folder if there is not one already.
READ IT ALL
Some of it. The important bits, that is, but I can't look right now because the game is having minidumps everytime I start it up now, so...
PEBKAC
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