Sins of the Fallen: Rebellion(v1.1) R1 version is the first installment of for Rebellion which includes the Rogue faction as well as the Advent, TEC and Vasari enhancements. This version also contains additional mini-mods for the planet, and militia extensions.

Rogue



Compatibility:

Rebellion 1.1

Factions:

Rogue Trader (Loyalist)



Rogue Syndicate (Rebel)



Other fallen factions are TBD

This full version contains the Rogue faction only in addition to the Vasari, TEC and Advent new capital ships. Release Notes: See the readme.txt for a complete list of all changes. Please fully read the feature How To Install Sins of the Fallen before attempting to activate the mod. This version of the mod has very specific activation rules that if not followed will likely result in unexpected/unsupported behavior or a mini-dump (trust me you need to read the instructions to avoid these issues).

This release is what I would consider a playable release of the Rogue faction. It should run fairly well for most people in other words but could still have some issues. There are aspects of Rogue I want to improve such as better loyalist/rebel research and particle effects. I also am not real happy with the hard points on the Rebel titan. The best way to get feedback though is to release something playable. If there's anything else you'd like to see improved/changed especially in the area of Loyalist/Rebel I'm game.

Thanks, ZombiesRus5

Why only Rogue?

I don't have the other factions to a releasable/playable point yet.

I can activate the mod, but it mini-dumps shortly after starting a game. Why?

This seems to be a problem with most mods now. You should restart Sins after activating the mod to ensure all modded files load properly.

Is Rogue compatible with Fall of Kobol?

Yes, In fact I included them in the download available of the Sins forum so you only have to download from there if you want Fall of Kobol. The download on moddb will not include any of Fall of Kobol.

The game mini-dumps when I try to deactivate mods. How do I manually deactivate a mod?

In my tests I haven't had any problem deactivating this mod, but this can happen. In the Rebellion Mod folder delete the EnabledMods.txt file.

Release History