harpo99999

{Utility release} Mod updater*v1.193 now out*and all of my modding utilites update 18/11/2011 trinity friendly

{Utility release} Mod updater*v1.193 now out*and all of my modding utilites update 18/11/2011 trinity friendly

a utility to UPDATE mods to entrenchment 1.053 includes diplomacy 1.034 original sins 1.193 & trinity 1.034

I am announcing a new utility that can copy all of a players MODS AND update the mods to a new patch.

at present it it can update mods in txt form from entrenchment 1.01 &1.02 to entrenchment 1.03 and sins 1.15-6 to 1.17, it works in a similar way to my map updater ie it first copies the files from the source folder( and it does copy ALL files and folders), it then reads in the entity file from the destination folder, re-names the entity to entold, checks to see if it needs the changes and makes the nessacary changes and saves the corrected entity. I have already tested it with manshooters dynamic v0.9b and my own megastarbases mod (both in txt form and it copied and updated both in 33 seconds, but the more mods and the larger the mods and also if the mods ar binned  the SLOWER the updating time. eg with celestial bodies v0.8b, ds entrenchment beta 0.7, dynamic 0.9b, firefall 2.2, ms entrench v2.22, requiem 2.2, sins of the 13th tribe v0.4, unknown darkness beta 0.01 and my megastarbases mod (totaling 3.9GB of files) it took 40 minutes to update all of them.

and as the entity files in the mods ARE updated you only need to run the utility when a new patch to entrenchment comes out and I have supplied updated instructions to the program.

the links for old versions have been removed

I have been given permission to include the convertdata*.exe's with my utilities so I am now releasing my utility pack

I have released all of my modding utilities/tools in one archive  and INCLUDED the NOW needed convertdata*.exe's from all of the sins versions that my utilities support, ie sins 1.15,1,16 & 1.17 and also entrenchment 1.01,1.02, & 1.03

also I made sure that the correct targetsinsver.txt is included

1/1/2010 the latest version which has the updated program for the textbin gui and diplomacy compatibility is now up at

7/2/ 2010 uploaded the 1.19 release of the utilities including the latest mod updater which is set to ignore the 5 fx files that can cause dumps in entrenchment mods

19/2/2010 latest version of the complete modding utiities with the essentals files incuded is up at

the latest version is up at http://www.filefactory.com/file/b0b3g8a/n/harpo_sins_utilities_1.191_e_d.rar

now also at http://www.filefront.com/15858795/harpo-sins-utilities-1.191ed.rar/

and the dip 1.21 version http://dl.dropbox.com/u/8023186/sins%20mods/harpo%20sins%20utilities%20for%20sins%201.191%2Cent%201.051%2Cd1.21.rar

I have tested this version on 32 bit & 64 bit sins,entrenchment & diplomacy, the only issue is a overflow value with many mods in a mod folder. I will fix this in the next version

just a reminder if you are getting an error stating that sins version found ::: need version 1.1.9 then you NEED the registry keys that point to the sins install folder for 32bit windows

HKEY_LOCAL_MACHINE\SOFTWARE\Stardock\Drengin.net\sins

for 64bit windows

HKLM>SOFTWARE>Wow6432Node>Stardock>Drengin.net>sins

and they should have a Path string value that contains the EXACT path to the sins game folder

the latest version includes the use of the sinstrinity registry key to find the path to the sins install if the sins path key is blank, and also a probable fix for the error 76 (path not found) error that appears to be caused by having a '\' at the end of the sins(trinity) path, so you do NOT need to edit the registry entries

here is the drop box link

and the file factory link

and now the utility pack with diplomacy 1.3 and trinity 1.3 convertdata btw I do not recommend using the mod updater to update the mods to diplomacy 1.3 as there are a large number of changes in the playerRACE.entity files and the entity manifest, and new and removed pacts compared with diplomacy 1.21

corrected the link above, the above link archive NOW has the diplomacy1.21 convertdata

and the first link for the utility pack with convertdatadiplomacy 1.31(file factory)

utility pack convertdatadiplomacy 1.31 (drop box)

updated the utility pack for the latest patch and the mod updater WILL update original mods to 1.192, entrenchment (still uses the 1.051 folder so no update) and diplomacy 1.3# to 1.33

filefactory link to full utility pack for o1.192 e 1.052 d/t 1.33

18/11/2011 updated the utilities  to the latest steam compatable patch ie original 1.193, entrenchment 1.053, diplomacy 1.34, trinity 1.34 AND updated the manifest maker to remove the two entities that diplomacy no longer wants

filefactory latest utility pack for O1.193 e1.053 d1.34 t1.34

harpo

 

 

932,409 views 370 replies
Reply #151 Top

Hehe we are just running you ragged tonite. :P

 

Alright so this is what I have done so far. I made a new folder named stardock modding and copied the entire sins game to it along with the mod tools then followed the directions to make it ready for the textbinner to use by deleting the stuff you listed in the orginal thread. Now I open the sinsref.txt and it has the following three lines.

 

C:\reference
C:\reference\sins 1.18
C:\reference\entrenchment 1.04

 

I changed them to this.

 

C:\stardock modding
C:\stardock modding\sins of a solar empire\gameinfo
C:\stardock modding\sins of a solar empire\entrenchment\gameinfo

Now when I run the textbinner it gives me this message.

run-time error '52': bad file name or number

 

Am I setting it up wrong?  :(  

 


 

Reply #152 Top

I use the structure of the entrenchments WITH the version number appended as the original file sample

my reference tree is like this

c:\sins\reference\sins 1.181
c:\sins\reference\sins 1.18
c:\sins\reference\entrenchment 1.041
c:\sins\reference\entrenchment 1.04

and you do not need or want to point to the gameinfo folders

the idea of the version number at the end of the root folder is so  that the correct convertdatas will be used on the correct version, and also allow you to have an archive of the older reference files if you want to get into modding and look at how an old mod did things by comparing to the refernce files for the version

and my sinsref.txt from the example would read

c:\sins\reference
c:\sins\reference\sins 1.181
c:\sins\reference\entrenchment 1.041

hope this helps

harpo

 

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Reply #153 Top

Success! Now I can change all the starbase max upgrade levels from 8 to 9 and some other modding goodness once I figure out what I to change.

Thanks for the patience. =)

Reply #154 Top

Quoting SgtScum, reply 153
Success! Now I can change all the starbase max upgrade levels from 8 to 9 and some other modding goodness once I figure out what I to change.

Thanks for the patience. =)

Lol, I made it so that all my starbases have a maximum of 22 upgrade slots quite a while back (more than they could need). I figure if you have the money, somebody has the time.

I 'may' have given my Kol a 1.5k guass railgun with a 5 second cooldown also. O.o

Reply #155 Top

Quoting harpo99999, reply 129



Quoting walkercubed,
reply 125
I seem to have gotten it for SG Galexy's.  But what did i do to my map files?  i ran the map converter on the files then the map manifest and now all i have are the custom downloads.  The "factory" files do not show up within the games as choices any more?

Suggestions??


the MAP updater will NOT alter any maps that are mapversion 3 which is for sins 1.15+/entrenchment 1.00+, but it does update maps from map versions 0,1 & 2 to version 3 with all the changes that have been added to the map structure over the year and a half.

assuming you are running sins 1.15 and later you should be able to see the maps that are in the program files\stardock games\sins of a solar empire\galaxy as the map updater also checks the name and if it is an ironclad sourced map it skips the map.

you could look ing the program files\...\galaxy folder to see if the .galaxy files are still there, and open one to check the second line (assuming you have entrenchment or sins version 1.15 and later) reads versionNumber 3

harpo

 
I have updated both my sins (haha) 1.181 and 1.041 I guess i was mistaken to run the updater on the factory maps.  I opened a few of them up in notepad and they do say version 3.  Yet in the programs only the maps in the g-forge show up.  This is not a game stopper but I don't know how to get them back.

Reply #156 Top

Hi Harpy,

 

Thanks for the great mod updater, is there any chance for one that works with 1.12 and before?

 

Cheers,

 

FrzMD.

Reply #157 Top

ho froz,

for sins 1.12 most of the mods might work in 1.15, but the reason I did not add the earlier versions is in the window files as the pirate miniwindow was added in 1.15 and would tend to break earlier mods, but the actual entity files were very similar, so you could try  plascing the mod(s) in the 1.15 sins folder  and updating and then test.

I have manually updated the old phasescouts mod from 1.04 to entrenchment 1.02 , but there where so many decisions that had to be made as to what was significant and relevent that there is NO way a I could write a program  to update from vanilla to entrenchment.

I had tried to make a ruleset for the updater to go back to 1.05 BUT the rules for the updater did not result in a working mod.

harpo

 

Reply #158 Top

I have found a new twist to my map issue.  With SaA2 i see them, so it must just be the MOD-SGgalaxy.

I'll try the Distant stars MOD next

 

Reply #159 Top

walkercubed,

it COULD be that the mod has a GALAXY folder and that sins/entrenchment if a mod has a galaxy folder IGNORES any other galaxy/galaxyforge folders.

harpo

 

Reply #160 Top

Not sure either, but not a game killer.  DS has their own map pack which I do see.  Maybe they will come back on the next update, if not oh well.  have I said that I have a nack for hosing up files.

New Question, I have downloaded some other "beta Mods"  B5 and can't see the control/interface buttons.  any idea why that is.  But with SGgalaxy and SaA2 its no problem.  Seems like a conflicting file but I'm just a nucklehead.

Reply #161 Top

So does this conver 1.03 to 1.04?

Reply #162 Top

eadteas, YES I have updated mods from 1.03 to 1.041, then rebuilt the entity.manifest and had mods work with only a string error

harpo

 

Reply #163 Top

string error? I just wanan update bailknight and play MP with it again.

Reply #164 Top

yes ironclad added one extra string to the mines to indicate the production rate, it is NOT a dump grade error, just an irritant grade error.

the suggested steps are

run sins & entrenchment to make the folders

get the latest mod updater from either the 1.181 or 1.181a downloads

run the mod updater updating all mods from 1.03 to 1.041,

run the manifest maker on each of the mods in the 1.041 folder(the reason for this  step is that ironclad had broken the colonise ability into two entity files and apparently one or two other abilities also) making a new entity.manifest.

run entrenchment and enable your favourite mods

play entrenchment

harpo

 

 

Reply #165 Top

k ill try it

Reply #166 Top

textbinner keeps giving me runtime error 52 message, wtf is that?

Reply #167 Top

derenek,

are you useing the textbigui from the 1.181a archive or the one from the 1.181 archive.

if from the 1.181 then I had found a BUG in the program and fixed it which is why the re-release of the archive with the A, it is because the program is looking for a convertdata_expansionVERSIONmod.exe in it's folder and NOT finding it.

the corrected program looks for convertdata_expansionVERSION.exe.

I had found the problem when I attempted to convert a mod's gameinfo and got the error 52, I then hit the source version and found out what was happening and fixed it, then tested on the same point of failure and it worked so re-packaged the archive with the corrected program, added a letter to indicate that the version of archive had improved /fixed utilities in it, and uploaded the archive and posted links

harpo

 

Reply #168 Top

*NEVER MIND I FIGURED IT OUT*

 

Harpo, Does your app need to be in a specific location to function?  I am getting a runtime error 76 every time i select the mods folder to read from.

 

Reply #169 Top

I have been having trouble converting mad scientist mod over to 1.04. Is this supposed to be or...? I will provide any info you seek if I need to elaborate more. It converts and acts normal, but the mod isnt updated correctly. A minidump results after a few minutes in game.

Reply #170 Top

barraquada2 did you also run the manifest manager on the ms in the 1.041 folder?

the reason for this is that ironclad games ADDED 9 new entity files that are needed, some of the new entity's are refered to in the akkan colonise ability, and if the new entity's are not in the manifest then entrenchment wil not find the entity and minidump.

harpo

 

Reply #171 Top

Yeah, that fixed it. I had a feeling I was doing something stupid... Thanks for helping da noob :)

Reply #172 Top

Hey, I tried to convert the Celestial Bodies mod from Entrenchment 1.03 to Entrenchment 1.041 with this, and it works, except my game crashes when I open the upgrade abilities panel on an Akkan Battlecruiser. I'd really like to fix this! :(

If it helps, here's where I got the mod: http://tgnforums.stardock.com/338406

Thank you very much!

Reply #173 Top

restless mind, have you run  the manifest maker on the celestial bodies id the mods 1.041 folder making a new entity.manifest?

if not then that is why the minidumps, as ironclad added 9 new entity files inclueding a new buff for the akkan colonise ability, and as the buff is NOT in the old manifest for the mod 1.041 crashes when it can not find the buff that is referenced in the ability.

the running of the manifest maker is the workaround for the mod updater and the new entity files.

harpo

 

Reply #174 Top

That worked, thanks!

Reply #175 Top

due to the code fixes in the textbin gui I have updated the modding utilities pack

here is the filefront link

and the dropbox link

harpo