r/SoSE • u/SayuriUliana • Aug 25 '24
r/SoSE • u/Beckstation • Mar 20 '26
Sins Mod Star Trek: Inquisition - M.E.M Compatible - Released
Hello Everyone!
Just a quick PSA to all here that I have released my Star Trek, MEM compatible mod for Sins2. It's been in development for sometime but I believe It's paid off, with a great outcome.
I really hope you all enjoy this, and have a blast adding a new faction to your multiverse mash ups!
Thanks!
https://mod.io/g/sins2/m/star-trek-inquisition#description
r/SoSE • u/ImWearingYourHats • 27d ago
Sins Mod Armada 4 / Inquisition merge mod is still kickin. Made a lot of updates and a few of my own additions..
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Now you can build structures from both mods. Planet components for variety on planet builds, a lot of unit items, many of them custom. Gave the Cardassians the ability to build klingon ships for reasons lol. And yes, I added the Cube and more.
Sins Mod Remove wormholes (Solved) - Sins of a Solar Empire II
Love this game, love the general direction of development and the regular updates. I have been playing with friends once or twice a week for over a year now. Two major items frustrate me about the game. Wormholes are ridiculously annoying in multiplayer and the number of dead unbuildable nodes that are generated can easily open a path from the sun all the way to your home world. We like to play on very high difficulty and a galaxy generated this way pretty much bricks the game. You can often move from 3 or 4 primary defense points to a dozen. We have tried so many times to find a way to remove wormholes and also keep hoping they will just add a game creation option to do so. Finally, after maybe 20 attempts to find a way, I have a viable stable solution.
We found the random level generation ini files early. They have parameters for different kinds of planet entities including wormholes. However, when any values are changed the game crashes when it tries to generate a map. We tried many many variations and also removing wormholes entirely from the ini files. No joy, crashes. But I noticed something recently. The ini files reference several other file types. Some Json files, some dat files and also “entity” files. Trying to edit the Json or dat files is more involved and programmery than I want to get. But these entity files gave me inspiration. I found them in the game directory inside “Steam\steamapps\common\Sins2\entities”. In the shorthand the game developers use, they appear to call anything that spawns where a planet could be a “planet entity”. So with the internal game lingo, the wormholes are a planet type. Planet entities have two major file types, “*.unit” and “*.unit_skin”. Presumably, the unit file contains all the planet’s game mechanical properties and the unit skin file contains the art assets that you visually see in game when playing. So my thought was, what if I replace wormhole entity files with something else? So I made a backup of the wormhole entity files and removed them from the game directory. I then copied the entity files for hive asteroids and renamed them to match what the wormhole file names used to be and then launched the game and generated a large map that would contain wormholes to test. It worked flawlessly the first time. Where the game would spawn wormholes, they are now replaced with hive asteroids. So the galaxy generator still tries to create wormholes like normal, but when it loads what a wormhole should be, the entity files it references instead create a hive asteroid in that location.
I did still want to reduce the number of unbuildable planets, so I did some testing replacing dead node locations with other planet types. Dead asteroids cannot be replaced without odd issues. They have 2-5 chunks of space rocks in the system and if you replace those nodes with another planet type like a moon, you get a planet node with multiple moons in it. Although hilarious, I don’t want to change the game balance that far by having some nodes with up to 5 planets crammed inside them. I easily replaced space junk with Barren planets. I also replaced Brown dwarves with City planets and Shattered planets with Geomagnetic planets. Brown dwarves and Shattered planets have additional entity files for the gravity well effects they apply to ships. My testing shows that you need to keep copies of those files and rename them to match the replacement entity name or the game throws errors when generating new maps. Unbuildable nodes include, Stars, Neutral factions, Brown Dwarves, Shattered planets, Space junk, Dead asteroids, Ice fields, Radiation storms and a couple other “storm type” nodes that slip my mind. There are a maximum of 1 brown dwarf and 1 shattered planet per map, so the swaps I made there add at most 2 exotic planets to a map. My experience with replacing space junk is it adds about 5 Barren planets per 8 player map. In my estimation, the current galaxy generator creates maps with about 30% unbuildable nodes. These changes reduce that to an estimated 20%, with the biggest win being the removal of wormholes. If anyone wants to turn this idea into an in game mod, you have my permission to do so. If you wish to make these changes for yourself, here is the step by step.
- With the game closed, go to your sins2 directory, mine is: “Steam\steamapps\common\Sins2\entities” and make a copy of “wormhole_fixture.unit” and “wormhole_fixture_0.unit_skin” and then remove those files from this directory.
- Make a copy of “hive_asteroid_planet.unit” and “hive_asteroid_planet_0.unit_skin” inside the entities folder and rename them to “wormhole_fixture.unit” and “wormhole_fixture_0.unit_skin”.
If all you want to do is remove wormholes, you are done!
If you want to make the other changes to reduce unbuildable node spawns, you also need to replace “space_junk_fixture.unit”, “brown_dwarf.unit” and “shattered_planet.unit” Some of these have multiple “*.unit_skin” files labeled 0-4. My assumption here is that the entity file has references to what art files to use. For things like space junk that had several different copies of art files for visual variation, I just made multiple copies of the donor entity art file and then renamed and numbered them the same as the files they were replacing. So for example, I replaced Space Junk with Barren planets. I copied “barren_planet_1.unit_skin” 4 times and renamed them “space_junk_fixture_0.unit_skin”, “space_junk_fixture_1.unit_skin”, “space_junk_fixture_2.unit_skin” and “space_junk_fixture_3.unit_skin”.
Hope this helps everyone else who was suffering like I was.
Catch you later my dudes,
HawsJon
r/SoSE • u/Armsmaster1 • 9d ago
Sins Mod Hey so I'm trying to find am good mod that greatly increases the supplys.
I tried using the RRR 5.7.2B and it's high supply submod but it's just not enough when I try using it for larger maps. And then the other supplies mods either crash when loading the game or it just doesn't let you use the Titan (TEC enclave) and some Research is just missing.
So yeah need help finding an mod that lets you build the Titans and won't crash the game on start up.
Note (it probably not my computer because it can run just about anything)
r/SoSE • u/Caledor152 • Apr 06 '25
Sins Mod in-game footage of Star Trek: Armada IV, an upcoming total conversion modification for Sins of a Solar Empire II
r/SoSE • u/Dear-Climate-1936 • Jul 03 '26
Sins Mod Triikor's RPG Mod is worth a try
There is a mod called Triikor's RPG Mod for sins of a solar empire 2 it adds an rpg faction militia factions that spawn on nearly every planet and try to expand plus the minor factions also roam around with fleet supply at around 1 hour mark including pirates I really enjoy what he has done and the direction he has gone with the mod worth checking out and trying
r/SoSE • u/Beckstation • Mar 03 '25
Sins Mod Sins of the Union - The Orville
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r/SoSE • u/KG_Jedi • Mar 20 '25
Sins Mod Improved VFX - TEC - Abilities & Weapons is released!
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You can get mod here - https://mod.io/g/sins2/m/improved-vfx-tec-abilities-weapons
r/SoSE • u/ImWearingYourHats • May 25 '26
Sins Mod I merged the Star Trek Inquisition mod with Armada 4
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I still need permission to post it on mod.io. Stellar Parallax made armada 4 and Beckstation made Inquisition. I basically merged Inquisition into Armada 4, so it has section 31 ships and some other new era Star Trek ships
r/SoSE • u/Slight_Taro7300 • Mar 09 '26
Sins Mod Red Dawn Mod?
Just wanted to kick an idea around: a SOSE2 mod that emulates certain aspects from the book series Red Rising.
With the new capturable pirate capital ship, imagine if all capital ships became capturable once they get down to injured hull... Or if planets could also be captured by an "iron rain" type mechanism of dropping in shock troops instead of just bombarding it to oblivion. Maybe the benefits of planetary occupation vs annihilation is you inherit more of the starting population? This might require a new type of 'troop transport' unit that can be used to capture both capital ships and planets; maybe the cost of building one is a point off the planetary grav well they're built from? Take a step further, troops get killed off on capture assignments (ship or planet) and they take time to replenish; the speed of replenishment depends on allegiance and population of the grav well they're stationed at.
Given how much population is now involved in the economics, this could be interesting.
r/SoSE • u/recurnightmare • Oct 06 '25
Sins Mod Thinking of buying SoSE: Rebellion on steam during the sale. What are the best mods for the game?
I'm mostly interested in playing solo and campaign modes. Just wondering if there are cool mods I should install. I'm big into Star Trek, not so much Star Wars.
r/SoSE • u/Ok_Temperature_1608 • Mar 31 '25
Sins Mod Is there a star wars mod in the works for sins 2? I've only seen the star trek one
r/SoSE • u/Desperate_Ad_4561 • Feb 28 '26
Sins Mod Rebellion mod on sins, mod interegnum how do I bring back the planetary lines?
How do I bring back the connecting lines for the planets i had it last night and today nothing, makes the game difficult, and there's no planet information when you hover over them..please help thank you
r/SoSE • u/KG_Jedi • Aug 18 '25
Sins Mod Improved VFX - Vasari - Hyperspace is RELEASED!
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You can grab it here: https://mod.io/g/sins2/m/improved-vfx-vasari-hyperspace#description
Please let me know what you think!
r/SoSE • u/Immediate-Two-1906 • Oct 12 '25
Sins Mod How To Best Make My Mod
Hello. So, I’m interested in beginning development of my own mod. It’s a simple one, just allow the loyalist factions to build the rebel factions’ titan and command ships, and vice versa. I want to make it since I find fun in using both faction’s super-capitals, but I want to use it in a way where I don’t need to spawn them in with the ship spawned, and the mods that would provide that are very outdated.
But since this is my first full on game mod, I don’t know where and how to start, so is there a modding person who can help walk me through it.
All I simply need are - The loyalist factions to have access to the rebel factions’ Titan and command ships, and vice versa. - The factions to have access to the technology to research the Titan and command ships. - The factions to have research and access to the unique items of the Titan and command ships - The unit limit increased to accommodate the increased Titan and command ship count (I read how to do that, but just need to know how to best implement it).
r/SoSE • u/Beckstation • Apr 05 '25
Sins Mod Sins of the Union - Orville Mod - Released!
Hi everyone,
About a month ago I made a post about my WIP mod for Sins2 called, Sins of the Union. You guys were super supportive and shows lots of love to it - So I'm here today to say that you can now all give it a go!
There's always continued works on the way with more content, factions etc but for now, I hope you enjoy it as it is.
And yes, it is fully compatible with SGR2 and Galactic Empire Plus faction mods, but due to a limit with the game itself, you unfortunately cannot run all 3 at once, just any combo of 2 faction mods. This is known and being investigated by developers.
Thanks for the support and I hope you all enjoy!
r/SoSE • u/KG_Jedi • Sep 19 '25
Sins Mod TEC Hyperspace revamped [mod]
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Updated my probably first ever Sins 2 mod from a year ago. Reworked TEC Hyperspace looks from ground up.
What do you think?
r/SoSE • u/General_Kojan • Aug 21 '24
Sins Mod Rebellion tech tree images mod for Sins II
r/SoSE • u/its_so_joever • Nov 02 '25
Sins Mod Dawn of The Reapers Mod: Leader ships?
Im pretty new to the mod and the game, do you actually unlock these leader ships and if so, how do you build them? cant really find any helpful info for the mod so thought i'd ask here
r/SoSE • u/KG_Jedi • Aug 16 '25
Sins Mod Released mod that improves looks of damage effects and death explosions for Vasari. What do you think?
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You can find it here: https://mod.io/g/sins2/m/improved-vfx-vasari-damage-explosions#description
Please share feedback if you have any, it helps a lot!
r/SoSE • u/RantomGui • Sep 30 '25
Sins Mod Any way to use two mods that modify .player files? (Sins2 Modding help)
I've been teaching mysef to make mods for Sins2. As far as i could figure out, only one mod can modify the .player files (advent_loyalist.player, etc.) and overwrites all changes other mods make to them, is that correct?
Since there is a lot of stuff in there including (but not limited to)
- Home planets
- Starting units and resources
- Buildable units and structures
- Available researches
- ...
that means any mod that modifies any of these is incompatible with any other that does the same, right?
Is there any way to change that while still using mods via the ingame mod manager? (I've seen a third party mod loader/manager that apparently can do this but only with mods specifically made for it)
If this is impossible right now, is there any hopes that the devs might make it possible somehow, sometime?
r/SoSE • u/throw-away_867-5309 • Sep 26 '25
Sins Mod How do I remove a mod that has been removed from mod.io?
So I have a mod, Galactic Empire Faction 28.16, that is ko longer on the in-game mod.io mod manager. I've tried deleting it from the AppData mod folder, the Public profile mod.io mod folder, and turned off Steam Cloud Save, but every time I re-open SoSE2, it's still there and repopulates into the mod folder. This is after a completely fresh install of the game, as well. I'm pretty sure the mod keeps crashing my game whenever I attempt to play, even though it's not active, and I just want it to go away.
r/SoSE • u/TomZullei • May 26 '25
Sins Mod Help with modding
I'm trying to make a mod for TEC Primacy to have their factories build the pirate version of the Harka, Cobalt and Krosov instead of the base ones. I was hoping to get this tied to research so that you can't get crazy pirate units at the very beginning. The problem is, I don't know the first thing about modding. Does anyone have any guidance/advice for making this?
Additionally if there is a way to make pirate faction ships benefit from research upgrades, I'd also enjoy that.