Sonic Generations

Sonic Generations

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MMs Sep 9, 2015 @ 6:50pm
my mods won't save
this just started happening today to where when i tick my mods and press save they magically untick themselves any solutions?
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Showing 1-5 of 5 comments
MissMajeure Oct 8, 2015 @ 11:06pm 
don't know why
gutsy Oct 14, 2015 @ 10:11am 
i am having the same problem, now i cant play my unleashed mod anymore.
does it have something to do with the files in mod directory? the mods/modsDB.ini file is shown by default, but i cannot find any via manual search
BLucidity Oct 26, 2015 @ 9:27am 
This has been my problem ever since I tried to install the Unleashed Project in the first place. No matter how I configure the mods beforehand, the fxpipeline version of the .exe always just boots the regular game, but everything's red. I have the same problem with the mods unchecking when I save.

The closest idea I have to what might be wrong is the configuration file extension. SonicGMI says it looks for modsDB.ini, but in the mods folder the file extension for that file is always .in~. You can change it back to .ini, but as soon as you run SonicGMI again it changes back to .in~.
BLucidity Oct 26, 2015 @ 9:43am 
Quick update. I'd successfully installed the Unleashed Project previously, and I had a backup from a few years ago where it was set up properly. I took the modsDB.ini from that backup and put it into my current mods folder in place of the .in~ file, and ran the fxpipeline game without going through SonicGMI. Worked right away.

So if I were to take a guess, we're using a bad version of SonicGMI that doesn't properly create the modsDB.ini file.
BLucidity Oct 26, 2015 @ 10:06am 
Sorry for all these consecutive posts, but I figured out specifically how to fix it. First of all, make sure you've already created SonicGenerations.fxpipeline through SonicGMI. After you've done this, close out of SonicGMI and don't run it again, otherwise it might undo the next steps by overwriting the configuration.

Go into your mods folder and rename modsDB.in~ to modsDB.ini. Now double-click it and it should open in a text editor. Assuming you're running only UnleashedFxPipelineShaders and UnleashedProjectMod, retype it so it looks like this:

[Main]
ReverseLoadOrder=1
ActiveModCount=2
ActiveMod0=UnleashedFxPipelineShaders
ActiveMod1=UnleashedProjectMod
[Mods]
UnleashedFxPipelineShaders=UnleashedFxPipelineShaders\mod.ini
UnleashedProjectMod=UnleashedProjectMod\mod.ini

Save the file and run SonicGenerations.fxpipeline. It should work as normally now -- or at least, it did for me.
If you want to add more mods, you'll have to increment ActiveModCount up by 1 for each mod you use. Then write a new line at the bottom of [Main] called ActiveMod*, replacing the * with whatever number comes after your previous ActiveMod line -- in this case, 2. Set it equal to the name of the folder in /mods that contains the mod you want to use. Next, add a line to [Mods] like this:

[folder name]=[folder name]/mod.ini

Just to be safe, keep the order of the mods you list in [Mods] the same as they're listed in [Main].

In all honesty, I only use the mods necessary for the Unleashed Project, so I'll need someone else to verify for me that my instructions for adding in more mods without using SonicGMI are correct.
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Date Posted: Sep 9, 2015 @ 6:50pm
Posts: 5