No you cant because ..... Why you cant and how its supposed to work. Those are not my ideas those are ideas of Fileosoft and all credit goes to him
Edit: I did bold-ed and underline-ed things that are reason why your way of thinking doesn't work
Option 3 would be to try Filesoft's "dynamic mod" alternative.
Filesoft, your "dynamic mod" sounds like quite the project though. Sounds like basically you would have to completely re-write the game engine. Quite an ambitious task... You think its too much to handle?
It is not needed to modify the game engine... more, it will be requested that none of the original sins files are modified... you need to add one race picture, you use your own filename.tga...
The .exe will be a launcher software... where you choose the races that you will use ( max of ten ) before starting the game... the starter.exe will create a new mod using data from a archive... these mod will only have the race selected... the starter will create the needed english.str and the galaxy file from seed section in the archive... use some of the harpoo code for create the entity manifest... once done, the launcher will start directly sins... you will need to enable the mod created by the launcher... and start a game where you are only able to use the race selected in the launcher ( max is 10 but since the max player is 10, it is perfect )...
how it will work... you will have a common mod like solar sins was at the base of the first 7ds... along with one mod for each single race...
the main problem will be similar filename in diferent race mod... so we will need to impose some convention for races mod... like using own taga for portrait, icon, etc... having by example the first 3 letter of any filename of the race mod being a unique identifier... by example, TEC, TCA, VAS, ORI, ROG, etc...
At first, it can be some work for rename file in a structured way, specialy, correct all reference to them in the entity file... for the english.str of the race mod, it will only be the difference between the common mod and the races mod... the starter will simply copy the common mod in a mod folder called dynamic mod after cleaning these or create it if it don't exist... material from all selected race mod will be copied to the dynamic mod folder too... for the english.str, the launcher will merge the english.str of the common mod with all differential english.str from the selected race mod...
Same method will be used for the galaxy file...simply the structure and the merging will be a little more complex...
last stept will be using a tools already created by Harpo for generate the entity manifest...
In fact, if it was Linux, and using Bash ( command scripting, similar to the DOS .bat file, but more powerful )... it will be very easy since it involve only to move file, merge/read/insert in txt file, read filename for generate the manifest...
like say before, the main problem will be the use of unique filename for each races else conflict will appear... Sure that Dan know the problem... specialy when he wish add a new race created by other to the 7DS mod... similar filename but different content !!! more order and structure will be needed from the race modders...
Result will be a mod archive who store the common ( like solar sins ) and numerous races... in fact, you will be limited by the capacity of your harddrive... it can be hundred or thousand of race... it will not be a problem for online game... if 10 people wish to play online, they only need to know what race will be used, and input them in the starter... the mod generated will be identical for each of them... so, no online problem... more, in some way, it work like a "load on demand" since the dynamic mod generated from the huge archive with all races will only have the common mod and the race used...
In short, these method resolve a lot of problem, change nothing in the Stardock/Ironclad sins code... it simply change the way we mod now for sins... in fact, it is a better way modding... once the system is running, any people who create a new races using the new structure need only to release his race only... player will add them in the archive... and we can make the starter to check at each start if need race directory was added.... it is a way to virtually merge all the races who was created in all the mod for sins...
Maybe one day Ironclad will approach you and Dan and offer you guys jobs though. Haha
Maybe Dan because he make all the work... me, i am only the guy who think outside the box, why try to make thing who is say to be impossible... in these case, i have simply think outside the game... these method emulate a "load on demand", don't touch the original game, remove the problem of the 2gb limit ( 7DS was with 13 races, all loaded, now the max will be 10 races loaded with common mod )... for now, it is only a idea... i already plan difficulty for generate the galaxy file... you cannot simply merge, you need to insert part at very specific place... and not being a coder, it is the file that i don't yet understand...
EDIT : In fact, i think that these method is really in the spirit of 7DS... only difference will be that Dan will not fight each day for trying merge thing in 7DS and hit software limit... we can provide the common mod, the starter exe and other modders can provide they of races ( adapted to follow some conventional rules )... adding a race to the starter will be made by simply adding a race directory to the archive mod...
For now, i only see one backside to my idea... if you wish make a new game with other races, you need to quit sins and relaunch the stater who will delete everything in the dynamic mod folder and create a new mod with the new desired races