Sins of a Solar Empire II

Sins of a Solar Empire II

TheRAAM Sep 29, 2024 @ 5:53pm
Modding issues
Do the mods from mod.io auto order themselves correctly when you sub? I've only downloaded a handful of mods and keep getting break operation messages. I skip them and the game runs fine, but not too long after I get another one and the game just crashes. So far I downloaded a map, a mod setting certain logic structures to only 1 point and 2 mods that change around the TEC and Advent weapon effects
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Showing 1-9 of 9 comments
Jonas Sep 29, 2024 @ 6:31pm 
I usually download mod files and install them in the local mods folder. But sometimes, mistakes happen—one comma out of place, and you get an error message. Often, there are many interdependencies between the game's files, which makes things more complicated. I created a mod called 'TEC Unity' that combines all the research, buildings, and ships from the other TEC factions into one playable faction. I encountered a lot of errors before I was able to bring the Ragnarov into TEC Unity. It’s working now, but it took a lot of effort to get to this point.
SolarSpish  [developer] Sep 30, 2024 @ 12:52pm 
mods do not know about one another, so it would be impossible to auto-order. If you are getting break alert messages the game will most likely crash eventually as something is configured wrong. I would narrow down which mod is causing the problem and message the author.
BarbarianJoe21 Sep 30, 2024 @ 3:12pm 
Its weird, in the case that even just having a single mod cuased this issue, more specifically, the Star Wars Empire mod.
z|A|bik2  [developer] Sep 30, 2024 @ 11:16pm 
Originally posted by BarbarianJoe21:
Its weird, in the case that even just having a single mod cuased this issue, more specifically, the Star Wars Empire mod.
Full conversion modes can be heavy, and therefore an author can easily oversee something. If you get an error it's best to contact the author on the issue
GreThor Oct 1, 2024 @ 7:04am 
Originally posted by SolarSpish:
mods do not know about one another, so it would be impossible to auto-order. If you are getting break alert messages the game will most likely crash eventually as something is configured wrong. I would narrow down which mod is causing the problem and message the author.


Hell i just wish my game would authenticate mod.io even after this patch its still broken. I spent a week back and forth with the mod.io support and they finally gave up too and said hope the next patch fixes it .... It did not lol
Ben.Wasden Oct 1, 2024 @ 9:11am 
Originally posted by BarbarianJoe21:
Its weird, in the case that even just having a single mod cuased this issue, more specifically, the Star Wars Empire mod.
The base game just received a massive update, I myself am currently checking to see if the test version of the star wars mod is still compatible. I don't think it is unfortunately and we will have to wait for the mod author to update and post an updated version.

I don't think any of the mods I am subscribed to are still valid at present so base game vanilla sins it is until the mods are updated. The update was a big one which is fantastic, but it just means we have to wait a few days for the poor mod authors to catch up :)
Ben.Wasden Oct 1, 2024 @ 9:26am 
@Yarlen or another Developer, does Mod.io state the correct version of the game? Is it now 2.0? Most Mods (which is not surprising given the recent update) still state compatible with version 1.0. Why is the box which is ticked for compatible mods that should be for 2.0 still pull through mods which state 1.0, should these not be filtered out?

Forgive my ignorance as I have only just started to play Sins 2 and I am used to only downloading from ModDB and installing manually for Sins 1.
Ben.Wasden Oct 2, 2024 @ 5:27am 
Originally posted by Ben.Wasden:
@Yarlen or another Developer, does Mod.io state the correct version of the game? Is it now 2.0? Most Mods (which is not surprising given the recent update) still state compatible with version 1.0. Why is the box which is ticked for compatible mods that should be for 2.0 still pull through mods which state 1.0, should these not be filtered out?

Forgive my ignorance as I have only just started to play Sins 2 and I am used to only downloading from ModDB and installing manually for Sins 1.

Anyone able to advise on the compatibility numbering differential?
TheRAAM Oct 5, 2024 @ 12:00am 
Originally posted by z|A|bik2:
Originally posted by BarbarianJoe21:
Its weird, in the case that even just having a single mod cuased this issue, more specifically, the Star Wars Empire mod.
Full conversion modes can be heavy, and therefore an author can easily oversee something. If you get an error it's best to contact the author on the issue
I imagined it would be on an individual mod level. The Empire mod for instance, I crashed every time one of the ships used the intrinsic ability they all have whether it was mine or the npcs. I suppose it's probably best to wait to mod Sins 2 for the time being. Game's fun enough in in vanilla anyway so no big deal
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Date Posted: Sep 29, 2024 @ 5:53pm
Posts: 9