TobiWahn_Kenobi TobiWahn_Kenobi

[v0.54.2]Babylon 5 - Sins of the Younger Races Remastered {Rebellion 1.95+} *UPDATE 16.05.2023*

[v0.54.2]Babylon 5 - Sins of the Younger Races Remastered {Rebellion 1.95+} *UPDATE 16.05.2023*

Babylon 5 mod effort for Sins of a Solar Empire Rebellion

This is the story of the last of the Babylon 5 mod-efforts. It's goal, to prevent another failure, by creating a place to solve our problems collaboratively. Its a port of call, home away from home, for modelers, texturers, programmers and sound engineers. 

 

Babylon 5 - Sins of the Younger Races

 
Disclaimer:
The authors are not responsible for any damage that may arise from using this mod. This mod may not be sold under any circumstances. It may be downloaded, as long as it does not violate the laws of the state/country you live in. This disclaimer must always be distributed with the mod. For other used please contact me personally.

Thanks to the TEAM:
2D Artist: Tobias Liebhart (TobiWahn_Kenobi), SteinerX
Bughunters: Rob Cummings, cybertx, Darvroth, Peter1x9, ZombiesRus5
Coders: Ronie Albesa (zRazor), Rob Cummings (NewHorizons), Davroth, EvilTesla-RG, Rodney Jenkings (HotRod), Tobias Liebhart, Zvezdochets
Model Templates: Amras-Arfeiniel, James Newman (Firehawk)
Modelers: Ronie Albesa, Amras-Arfeiniel, Fileosoft, Johan Klaver, Koobalt, Tobias Liebhart, Stefan May, Timmaigh, Pauli Valkeejärvi (Hawkwall), Zvezdochets
Musician: Pauli Valkeejärvi
Research: Rob Cummings, Darvroth, Rodney Jenkins
PR: Darvroth, SteinerX
Sounds: Rob Cummings, Pauli Valkeejärvi, Zvezdochets
Texturers:  Tobias Liebhart, SteinerX, TFL_BigBangTheory, Timmaigh, Pauli Valkeejärvi, ZombiesRus5
Moderation: Blake00


Additional support: boshimi336, Lavo_2, myfist0, Gürol Salk (Geopard)

And to
MysticAngel for the Automated Fighter docking ability
The Babylon 5 X3TC team


And thanks to all those modelers whose work is a inspiration and a template for creating ingame assets

If I forgot anyone, please contact me so I can give proper credit. (There seem to be so many decent people involved at the moment)

 

Release 0.54.1 Full Download for Rebellion 1.95+
& Patch 0.54.2

Sins Of The Younger Races Remastered

NEW - Balvarin Carrier and Minor Factions fix!

 

 

Installation Guide:

  1. Download the latest Sins Remastered mod from here:
    https://www.moddb.com/mods/sinsre
  2. Extract the archive into a 'SinsRemastered' folder in your 'C:\Users\%username%\Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.85' folder.
  3. Download the latest Babylon 5 Sins of the Younger Races mod from here:
    https://www.moddb.com/mods/sins-of-the-younger-races
  4. Extract the archive into your root 'Mods-Rebellion v1.85' folder instead of a new mod folder as the archive ALREADY contains a premade 'SotyrRemastered' folder inside of it (so if you're not careful you'll end up with a mod folder inside of a mod folder and it won't work lol).
  5. Start Sins and go to 'Options', then 'Mods', and you should see the mods you've installed.
  6. Enable 'SotyrRemastered' and then enable 'SinsRemastered' too. Make sure that the load order is SotyrRemastered first/top and then SinsRemastered second/bottom.
  7. Restart Sins and you should be good to go!

Sometimes the in-game mod loader can be a bit funky so if you can't see the mods you've installed or something isn't working then enabling the mods via the 'EnabledMods.txt' file in your 'Mods-Rebellion v1.85' folder where you installed the mods to is the other alternative. It should look like this to work:


TXT2
SinsArchiveVersion 194
Version 0
enabledModNameCount 2
enabledModName "SotyrRemastered"
enabledModName "SinsRemastered-v0.95b"


 

DISCORD:

https://discord.gg/9AwgByEEKn

 

Old Blog with screenshots and infos maintained by SteinerX can be found here (*OUT OF DATE*)
http://babylon5ins.blogspot.com/

 

Yours TobiWahn_Kenobi

 

14,181,474 views 5,473 replies
Reply #2076 Top

If you are converting and original file, most people skip this and just use mine or harpos reference files. Here is my set.

Original Sins 1.191 Entrenchment 1.051 Diplomacy 1.011

If you are working on a mod that is using bin files you will need to learn converting bin to txt and txt to bin. http://soase.weebly.com/convertdata.html

The game can read text files fine but will use slightly less ram using bin and the game also loads quicker for this.

Reply #2077 Top

Ok i followed the orders but my systhem cant find the Path.

Do you know the problem?

Can you help Myfirst0?

 

Reply #2078 Top

uhhh, what? What orders and what systhem path and who is Myfirst0? If you don't have any modding experience you should not attempt that 6 player pics tutorial. It states at the top "FOR ADVANCED MODDERS".

Spelling in a forum I don't care about as long as I can get the meaning but spelling while modding is VERY important. Check caps and quotes.

Reply #2079 Top

@myfist0
Well, as much as I care about spelling in general and keeping mistakes at a minimum, I don't think attacking someone who wants to learn modding does much good.

@Danhall1
It might help to read your post before submitting them so you might learn to spell english in a more refined and error free way. and using ä, ö or ü won't mean much to the non German speaking population.
As for the path, if you want to use the convertdata, best download my ConvertData Folder. Put the bin files in the bin Directory and run the appropriate cmd. The converted files should be in the txt folder (and vice versa, depending on the cmd used)

http://www.filefront.com/17639522/ConvertData.rar

And another thing, I don't mean to interrogate you, but how old are you? Just curious, not judging.

 

Reply #2080 Top

I agree Tobiwhn. Maybe I should refrain from posting when I am tired.  O:)   Maybe a little rude but I think it's hardly an attack. It just gets a little unnerving when people don't give enough information .

That 6 pic tutorial is very hard to accomplish and I think I would rather do it myself then explain that in a forum. You need to understand how to mod almost every file type and understand how each interacts with the others.

EDIT: On that link I gave also has my converters and a link to harpos GUI converters.

Reply #2081 Top

Oh, thanks. I'm more comfortable with cmd's sometimes because they are faster. But the GUI Converter is handy, IronClad should include that with the modding tools.

And yes, it was hardly an attack, but still. I'm with you though, it's really difficult to teach someone the basics of modding when one has no clue how developing works. I've had a post on this thread once that just said "It doesn't work". Nothing else... You cannot work with such a (non)-information.

Btw. I don't think understanding your tutorial is really hard, but I grew up using Photoshop and learning scripting and programming when I was 6+, so my judgment might be a bit off in that case.

 

@Danhall1
When you ask questions, provide as much information about the thing you are trying to do and what does not work and why as you can. We can help you much easier that way. Sleep well you all.

Reply #2082 Top

Yes I know how it is to post late at night.

I learnd meny languages in my life but english is not my best :blush: also I cant write good at all (tought it wouldnt metter for communikation)

And sorry to all but I got into this Forum without any expireance.

I just learn to mod sorry realy.

Reply #2083 Top

We are here to help  :grin: . That's why the forum is here. Sorry I was a little rude, no excuses for it  :S .

I can understand you in your post just fine. What I was trying to say is spelling is very important when modifying files or typing paths in the CMD window. For the CMD window paths, open your explorer to the desired directory and copy the address from the address bar and paste it in the CMD window. For the reference files I use copy and paste a lot to avoid spelling mistakes which every modder will tell you is probably the most common error. Even Ironclad has many many type ooohs in the games files.

Start by getting Notepad++. Regular notepad sucks for modding. Go to http://soase.weebly.com/modding.html, this is everything a new modder needs with links to the tools and lots of beginner tutorials.

We sometimes take for granted what most modders already know and forget that the new guys have no idea what we are discussing so just please explain what you are doing and what went wrong with what program and we will try to sort you out as best we can.

Modders Unite.  :thumbsup:

Reply #2084 Top

@Danhall1
We understand you even with your spelling mistakes. What I meant is that you learn english much faster if you read the text you type again and check for spelling errors. Learning by doing is the fastest way to learn. And don't be sorry, everyone starts somewhere sometime.

@myfist0
actually, while developing or modding, copy and paste errors are the most common :grin:

Reply #2085 Top

Its no problem

I'm also up until 4 am sometime and try to do something inside of the menue. 

I even dream about this ... Pixel numbers when I sleep.

... Back to work... i already got Notepad++ immediately when Tobi told me :thumbsup:

My Problem is that i have done everything what is in myfist0's  (sorry i read it wrong at 4 am :grin:   ...  hmmm now i understand... ou :blush: ) tutorial. My Problem is that cmd tells me that it cant find a Path. Maybe because it is German?

 

 

 

 

Reply #2086 Top

What are you typing into the cmd in which directory? (Please, if you need help, you are welcome, but you need to provide all the information about what you are doing)

Reply #2087 Top

TobiWahn,

The techs in Sins are divided into 10 levels is that hard coded or flexible? EA and Narn in particular have a lot of techs and organizing them completely may take a picture.

Darvroth

Reply #2088 Top

Not sure, someone once said he believes Research levels are not hardcoded, but we can only find out if we test it :grin:

Reply #2089 Top

You can only have a maximum of eight research tiers.  That is hardcoded.  However, each individual research can have a ton of levels, with some of the researches in the Distant Stars mod being ten levels.

Reply #2090 Top

TobiWahn,

I haven't discerned a conversation on the artifact portion of the tech tree. In my mind that would a be the ideal place to have Shadow, Vorlon, First Ones and other dead civilizations techs. These would not be the same as specific techs included in a given factions tech tree. Not game changers but nice to haves. I can compile a short list of ideas, and standy by for any the forum produces. By way of example the alien healing device could produce either an increase in planetary growth rates or provide a modest boost to planet maximum population levels.

Also, I know there will be more capital and fewer non-capital ships but has the decision been made where that break down is? Also, as the number of EA ships greatly expands will obsolete designs fall off the selection list, or will the tab expand to account for all the variety? Could be a UI nightmare. This relates to the logistics tech tab, is the current percentage offered sufficient or will these techs also need to be adjusted? Currently they are universal, but I see no reason it couldn't be customized for each race. Unless there is some coded reason it can't, thoughts?

Related subject, Capital ships have functions that could be described as tech. By way of example Minbari captial ships at some point gain adaptive regeneration either independently, or as a tech transfer from the Vorlon's. It can either be one of the XP functions of that Capital ship, or a race wide tech. Is there a capital ship XP capability proposal yet for each ship? Standing by.

Darvroth

Reply #2091 Top

TobiWahn,

I haven't discerned a conversation on the artifact portion of the tech tree. In my mind that would a be the ideal place to have Shadow, Vorlon, First Ones and other dead civilizations techs. These would not be the same as specific techs included in a given factions tech tree. Not game changers but nice to haves. I can compile a short list of ideas, and standy by for any the forum produces. By way of example the alien healing device could produce either an increase in planetary growth rates or provide a modest boost to planet
maximum population levels.

Love that idea. Also, the Great Machine on Epsilon 3 could be such an artifact.


Also, I know there will be more capital and fewer non-capital ships but has the decision been made where that break down is? Also, as the number of EA ships greatly expands will obsolete designs fall off the selection list, or will the tab expand to account for all the variety? Could be a UI nightmare. This relates to the logistics tech tab, is the current percentage offered sufficient or will these techs also need to be adjusted? Currently they are universal, but I see no reason it couldn't be customized for each race. Unless there is some coded reason it can't, thoughts?

Sins is limited to 9 capital ships, 9 frigates, 9 cruisers per race

as well as 4 fighter types (per ship)


Related subject, Capital ships have functions that could be described as tech. By way of example Minbari captial ships at some point gain adaptive regeneration either independently, or as a tech transfer from the Vorlon's. It can either be one of the XP functions of that Capital ship, or a race wide tech. Is there a capital ship XP capability proposal yet for each ship? Standing by.

Jumpppoint engines for example are a race wide research. But as for the rest of the techs (or level abilities) I let you do the initial design suggestions.

 

 

@Spardason21
Thanks for the clarification

 

Reply #2092 Top

Merry Christmas everyone!!

:beer:

 

Wealth and health to all of you.

Reply #2094 Top

The Silence of Modders is usually a good thing...but maybe you can assure your awaiting and anxious group of fans that you have not gone the way of the First Ones...?  :'(

Reply #2096 Top

lovely! the next version of the mod is going to rock :)

this mod definately has the best modelling/texturing imo, the effort put in certainly has yielded excellent results.

I can't wait to see the next version :)

Reply #2097 Top

Thanks trekky_rudd, we are doing our best :sun:

Reply #2099 Top

Well, my first try at making an artemis texture produces something looking very wii-like I must admit :grin:

So I had to redo it and I think it worked out.

Reply #2100 Top

Yeah, I know all about redoing earlier work (though not in a modding sense).  Your work, both original and redone, is always impressive.  You know that, I am sure, but it still needed to be said...