Brand-new Modder in desperate need of help.
Well, I just recently downloaded Forge Tools, and decided to try my hand at making a Mod. For my first attempt, I decided to try building a new type of planet. After a little brainstorming, I decided to try building a temporally unstable planet (based off the one in the Star Trek: Voyager episode “Blink of an Eye”), which would randomly trap ships in time for short periods. Since I am horrible with meshes, I used the desert planet mesh.
However, the result of trying to load this mod was a crashed computer (Yes, I included all the other necessary files ). Can someone please tell me what I did wrong? I have the feeling that it's something extremely obvious that I'm managing to overlook.
Note: (I know, time-frozen ships should probably be invulnerable. I'll probably try to add that once I get this working.)
Planet .entity file.
TXT entityType "Planet" meshInfoCount 1 meshInfo typeNameStringID "IDS_PLANETTYPE_TIME" asteroidTemplate "Sparse" dustCloudTemplate "IceSafe" meshName "Planet_Desert_0" cloudColor ffdafcff nullMeshRadius 0.000000 nullMeshParticleEffect "" hudIcon "HUDICON_PLANET_DESERT0" smallHudIcon "HUDICONSMALL_PLANET_DESERT0" infoCardIcon "INFOCARDICON_PLANET_DESERT0" mainViewIcon "MAINVIEWICON_PLANET_DESERT0" undetectedMainViewIcon "MAINVIEWUNDETECTEDICON_PLANET_DESERT0" picture "PICTURE_PLANET_DESERT0" minZoomDistanceMult 1.250000 glowColor 7f82743c ringColor ffdafcff cloudLayerTextureName "PlanetCloudLayer" planetResourceSetupInfo asteroidSpawnAngleVariance 3.141593 totalMaxResourceAsteroids 0 metalResourceAsteroidSetup minCount 0 maxCount 0 extractionRate 0.000000 refineryRate 0.000000 maxRefineryCount 0 crystalResourceAsteroidSetup minCount 0 maxCount 0 extractionRate 0.000000 refineryRate 0.000000 maxRefineryCount 0 neutralMetalResourceAsteroidSetup minCount 0 maxCount 0 extractionRate 0.533333 refineryRate 0.080000 maxRefineryCount 4 neutralCrystalResourceAsteroidSetup minCount 0 maxCount 0 extractionRate 0.533333 refineryRate 0.080000 maxRefineryCount 4 isAsteroid FALSE healthRegenRate 6.000000 planetUpgradeDef path:Population stageCount 1 stage price credits 0.000000 metal 0.000000 crystal 0.000000 upgradeTime 0.000000 maxPopulation 0.000000 populationGrowthRate 0.000000 developmentTaxPenalty 0.000000 path:CivilianModules stageCount 1 stage price credits 0.000000 metal 0.000000 crystal 0.000000 upgradeTime 0.000000 maxModuleSlotCount:Civilian 0.000000 maxModuleConstructorCount 0 path:TacticalModules stageCount 1 stage price credits 0.000000 metal 0.000000 crystal 0.000000 upgradeTime 0.000000 maxModuleSlotCount:Tactical 0.000000 maxModuleConstructorCount 0 path:Home stageCount 1 stage price credits 0.000000 metal 0.000000 crystal 0.000000 upgradeTime 0.000000 isHomePlanet FALSE homePlanetTaxRateBonus 0.000000 path:ArtifactLevel stageCount 1 stage price credits 0.000000 metal 0.000000 crystal 0.000000 upgradeTime 0.000000 path:Infrastructure stageCount 1 stage price credits 0.000000 metal 0.000000 crystal 0.000000 upgradeTime 0.000000 maxHealth 1.000000 ringsChance 0.000000 isColonizable FALSE planetTypeForResearch "Uncolonizable" skyboxScalarsCount 5 skyboxScalars diffuseScalar 0.910000 ambientScalar 0.150000 skyboxScalars diffuseScalar 0.670000 ambientScalar 0.400000 skyboxScalars diffuseScalar 0.800000 ambientScalar 0.400000 skyboxScalars diffuseScalar 0.550000 ambientScalar 0.600000 skyboxScalars diffuseScalar 0.720000 ambientScalar 0.800000 requiredPlanetBonusesCount 0 possibleRandomPlanetBonusesCount 1 ambienceSoundID "" renderAsVolcanic FALSE ShieldMeshName "Shield_PlanetSmall" moveAreaRadius 30000.000000 hyperspaceExitRadius 18000.000000 isWormhole FALSE minShadow 0.000000 maxShadow 0.000000 ability:0 "AbilityTimeLock" ability:1 "" ability:2 "" ability:3 ""
TXT
entityType "Planet"
meshInfoCount 1
meshInfo
typeNameStringID "IDS_PLANETTYPE_TIME"
asteroidTemplate "Sparse"
dustCloudTemplate "IceSafe"
meshName "Planet_Desert_0"
cloudColor ffdafcff
nullMeshRadius 0.000000
nullMeshParticleEffect ""
hudIcon "HUDICON_PLANET_DESERT0"
smallHudIcon "HUDICONSMALL_PLANET_DESERT0"
infoCardIcon "INFOCARDICON_PLANET_DESERT0"
mainViewIcon "MAINVIEWICON_PLANET_DESERT0"
undetectedMainViewIcon "MAINVIEWUNDETECTEDICON_PLANET_DESERT0"
picture "PICTURE_PLANET_DESERT0"
minZoomDistanceMult 1.250000
glowColor 7f82743c
ringColor ffdafcff
cloudLayerTextureName "PlanetCloudLayer"
planetResourceSetupInfo
asteroidSpawnAngleVariance 3.141593
totalMaxResourceAsteroids 0
metalResourceAsteroidSetup
minCount 0
maxCount 0
extractionRate 0.000000
refineryRate 0.000000
maxRefineryCount 0
crystalResourceAsteroidSetup
neutralMetalResourceAsteroidSetup
extractionRate 0.533333
refineryRate 0.080000
maxRefineryCount 4
neutralCrystalResourceAsteroidSetup
isAsteroid FALSE
healthRegenRate 6.000000
planetUpgradeDef
path:Population
stageCount 1
stage
price
credits 0.000000
metal 0.000000
crystal 0.000000
upgradeTime 0.000000
maxPopulation 0.000000
populationGrowthRate 0.000000
developmentTaxPenalty 0.000000
path:CivilianModules
maxModuleSlotCount:Civilian 0.000000
maxModuleConstructorCount 0
path:TacticalModules
maxModuleSlotCount:Tactical 0.000000
path:Home
isHomePlanet FALSE
homePlanetTaxRateBonus 0.000000
path:ArtifactLevel
path:Infrastructure
maxHealth 1.000000
ringsChance 0.000000
isColonizable FALSE
planetTypeForResearch "Uncolonizable"
skyboxScalarsCount 5
skyboxScalars
diffuseScalar 0.910000
ambientScalar 0.150000
diffuseScalar 0.670000
ambientScalar 0.400000
diffuseScalar 0.800000
diffuseScalar 0.550000
ambientScalar 0.600000
diffuseScalar 0.720000
ambientScalar 0.800000
requiredPlanetBonusesCount 0
possibleRandomPlanetBonusesCount 1
ambienceSoundID ""
renderAsVolcanic FALSE
ShieldMeshName "Shield_PlanetSmall"
moveAreaRadius 30000.000000
hyperspaceExitRadius 18000.000000
isWormhole FALSE
minShadow 0.000000
maxShadow 0.000000
ability:0 "AbilityTimeLock"
ability:1 ""
ability:2 ""
ability:3 ""
The AbilityTimeLock .entity file.
TXT entityType "Ability" buffInstantActionType "ApplyBuffToTargetsAtOrbitBody" instantActionTriggerType "AlwaysPerform" buffType "BuffTimeLock" targetFilter numOwnerships 0 numObjects 6 object "CapitalShip" object "Frigate" numConstraints 0 maxTargetCount Level:0 -1.000000 effectInfo effectAttachInfo attachType "Invalid" smallEffectName "" largeEffectName "" soundID "" needsToFaceTarget FALSE canCollideWithTarget TRUE moveThruTarget FALSE isUltimateAbility FALSE maxNumLevels 1 levelSourceType "FixedLevel0" aiUseTime "Invalid" aiUseTargetCondition "Invalid" isAutoCastAvailable FALSE isAutoCastOnByDefault FALSE pickRandomPlanetToExploreForAutoCastTarget FALSE ignoreNonCombatShipsForAutoCastTarget FALSE onlyAutoCastWhenDamageTakenExceedsPerc 0.000000 useCostType "Passive" researchPrerequisites NumResearchPrerequisites 0 nameStringID "IDS_ABILITY_TIMELOCK_NAME" descStringID "IDS_ABILITY_TIMELOCK_DESCRIPTION" hudIcon "HUDICON_ABILITY_UNSTABLEGAS" smallHudIcon "HUDICON_ABILITY_UNSTABLEGAS" infoCardIcon ""
entityType "Ability"
buffInstantActionType "ApplyBuffToTargetsAtOrbitBody"
instantActionTriggerType "AlwaysPerform"
buffType "BuffTimeLock"
targetFilter
numOwnerships 0
numObjects 6
object "CapitalShip"
object "Frigate"
numConstraints 0
maxTargetCount
Level:0 -1.000000
effectInfo
effectAttachInfo
attachType "Invalid"
smallEffectName ""
largeEffectName ""
soundID ""
needsToFaceTarget FALSE
canCollideWithTarget TRUE
moveThruTarget FALSE
isUltimateAbility FALSE
maxNumLevels 1
levelSourceType "FixedLevel0"
aiUseTime "Invalid"
aiUseTargetCondition "Invalid"
isAutoCastAvailable FALSE
isAutoCastOnByDefault FALSE
pickRandomPlanetToExploreForAutoCastTarget FALSE
ignoreNonCombatShipsForAutoCastTarget FALSE
onlyAutoCastWhenDamageTakenExceedsPerc 0.000000
useCostType "Passive"
researchPrerequisites
NumResearchPrerequisites 0
nameStringID "IDS_ABILITY_TIMELOCK_NAME"
descStringID "IDS_ABILITY_TIMELOCK_DESCRIPTION"
hudIcon "HUDICON_ABILITY_UNSTABLEGAS"
smallHudIcon "HUDICON_ABILITY_UNSTABLEGAS"
infoCardIcon ""
The BuffTimeLock .entity file.
TXT entityType "Buff" onReapplyDuplicateType "KeepOldBuff" buffExclusivityForAIType "ExclusiveForAllPlayers" isInterruptable FALSE isChannelling FALSE numInstantActions 2 instantAction buffInstantActionType "PlayPersistantAttachedEffect" instantActionTriggerType "OnDelay" delayTime 0.050000 effectInfo effectAttachInfo attachType "Above" smallEffectName "CapitalBuff_IonDisableSmall" largeEffectName "CapitalBuff_IonDisableLarge" soundID "" instantAction buffInstantActionType "DoInterrupt" instantActionTriggerType "OnDelay" delayTime 0.000000 numPeriodicActions 0 numOverTimeActions 0 numEntityModifiers 0 numEntityBoolModifiers 8 entityBoolModifier "DisableAbilities" entityBoolModifier "DisableConstruction" entityBoolModifier "DisableModuleFunctionality" entityBoolModifier "DisablePhaseJump" entityBoolModifier "DisableLinearEngines" entityBoolModifier "DisableAngularEngines" entityBoolModifier "DisableRegeneration" entityBoolModifier "DisableWeapons" numFinishConditions 2 finishCondition finishConditionType "TimeElapsed" time Level:0 8.000000
entityType "Buff"
onReapplyDuplicateType "KeepOldBuff"
buffExclusivityForAIType "ExclusiveForAllPlayers"
isInterruptable FALSE
isChannelling FALSE
numInstantActions 2
instantAction
buffInstantActionType "PlayPersistantAttachedEffect"
instantActionTriggerType "OnDelay"
delayTime 0.050000
attachType "Above"
smallEffectName "CapitalBuff_IonDisableSmall"
largeEffectName "CapitalBuff_IonDisableLarge"
buffInstantActionType "DoInterrupt"
delayTime 0.000000
numPeriodicActions 0
numOverTimeActions 0
numEntityModifiers 0
numEntityBoolModifiers 8
entityBoolModifier "DisableAbilities"
entityBoolModifier "DisableConstruction"
entityBoolModifier "DisableModuleFunctionality"
entityBoolModifier "DisablePhaseJump"
entityBoolModifier "DisableLinearEngines"
entityBoolModifier "DisableAngularEngines"
entityBoolModifier "DisableRegeneration"
entityBoolModifier "DisableWeapons"
numFinishConditions 2
finishCondition
finishConditionType "TimeElapsed"
time
Level:0 8.000000
Download the Dev.exe. Use that for testing, when you load your mod with this ability it should give you a popup with errors. Its much easier to narrow down what is wrong.
Second, if your using the referance data from the Forge Tools, its out of date. And will dump your game. Im guessing thats whats wrong with your current set up.
You can download recent reference data by searching the forums. Also you can make your own by getting Harpo's Converstion Tools found in the Modding section.
If you're using the ForgeTools reference data to mod with that would be your issue. Sadly Stardock havent kept those files up to date and so they will cause an instant mini dump no matter whether your files are correctly edited or not.
There are a few threads around that offer full downloads of working reference data sadly I cant find one to link one at the moment. If your using Diplomacy the Diplomacy reference data can be found in the Distant Stars topic at the bottom of the thread.
Either way to make your own version of the converted data is quite simple and harpo has made a great little utlity here to use: https://forums.sinsofasolarempire.com/353296 although I dont use it myself so I couldnt provide any support for it im sure Harpo or any of the other members on the forums will gladly help you get it working.
As Carbon mentioned above the dev.exe is a great tool for finding little errors in your updates if you problem still eludes you and your reference data is fine.
Hope this helps!
Thanks, guys!
I tried a quick change, by swapping out my refrence data for the the refrence data from C:/program files/ Stardock Games/ Sins of a Solar Empire/ . It worked perfectly and didn't mini-dump. However, when I tried to preview my planet in the Map Designer, I couldn't get it to appear. Any suggestions on what I am doing wrong there?
You have to add your new planet the the GalaxySenarioDef file in both the GalaxyForge and the mod folder, in both the planet type and orbit body type sections.
Thanks!
Let me know if it works--I would like to check it out. That's an intersting effect for a planet.
Ok, I did that, and everything seemed to be working fine. However, it mini-dumped whenever I went to enable the mod. I think I did something strange again.
So far, the files I have modified/created are:
PlanetTime.entity AbilityTimeLock.entity BuffTimeLock.entity GalaxyScenarioDef.galaxyScenarioDef
PlanetTime.entity
AbilityTimeLock.entity
BuffTimeLock.entity
GalaxyScenarioDef.galaxyScenarioDef
Are there any other files I am supposed to modify?
have you edited your user.settings file to enable the debugs
from near the bottom of the user.settings file
LogOutput TRUEShowErrors TRUE
if they are false you just get dumped without the clues as to what happened, when the ShowErrors is true sins stops and puts error window up telling you exactly where in which file the error is and what sins is looking for
with the LogOutput true it places all the errors into a log file in the debug folder in the sins user space.
both are very helpful to modders
harpo
I don't want to intrude, but since harpo has brought up the error logging I'd like to ask a question.
I''m getting a:
Failed to find data file ''. (SubPath = GameInfo)
error in the show error box, but the debug log is completely blank. It's fairly obvious to determine that for some reason it's unable to find an entity file I'm wanting to use. However, everything I need is there and linked up correctly. I've checked about 20 times. There are no syntax errors from what I can see at all.
I'm adding a Directional Shield to a custom starbase as a bit of practice. The Starbase has UpgradeType "StarBaseUpgradeTechDirectionalShield" as one of its Upgrade types and "AbilityDirectionalShield" as ability:2.
StarBaseUpgradeTechDirectionalShield is simply lifted from the Vasari version, with one edit, being that the ResearchPrerequisite is RESEARCHSUBJECT_STARBASEUPGRADEACCESS_TECH_DIRECTIONALSHIELD, that's it.
Similar to last time, the research subject is basically lifted from the Vasari, just that the block positions are different.
The entity.manifest file is completely up to date too, though I'd be minidumping right from the beginning if anything was wrong with it. The game runs fine until I construct the star base. I've got a couple other custom upgrades on it too but I know they're not the problem, since I've been upgrading the .entity incrementally. The problem absolutely has something to do with the directional shield. At this rate, I might do the entire shielding upgrade from scratch again.
Again, I'm not meaning to hijack the thread or anything; it's just that the circumstances are rather apt.
the entity files NEED to be in the gameinfo folder in the mod.
They already are, that's why it isn't making any sense.
Gah, double post.
is every filename in ThE saMe case?
I tend to copy and paste the file names themselves so that problem doesn't arise.
I've managed to find what was really breaking it though, I somehow managed to miss an opening quotation mark on StarBaseUpgradeTechDirectionalShield in the entity.manifest file. Typical to have something like that be completely undetectable until you've left it a while.
Thanks for your help though harpo.
OK, this is going to sound stupid. I've been doing some reading on the forums and I understand that I'm supposed to modify the entity.manifest file. However, after two hours of searching my hard drive, I still can't find it. Where on earth is it?
the entity.manifest SHOULD BE in the root folder of the mod. as an example if you look in the distant stars mod's folder you will see the various folders of the mod AND the 6 manifest files brush,entity,galaxy,playerpictures,playerthemes and skybox. as a general rule of thumb you only NEED the manifests if you want changes to them ie entity.manifest if you are adding OR removing entity's, the brush.manifest if you adding or deleteing brushes etc...
Well, I've tried for two days, using every method I know of, and I still can't find the entity.manifest file anywhere, and my mod depends on three new .entity files (PlanetTime.entity , AbilityTimeLock.entity, and BuffTimeLock.entity). I'm assuming it's a very well-hidden file.
From reading the forums, I know that there is some sort of generator program one can use to automaticly write the entity.manifest file, but I have been unable to find the one for normal SoaSE (No, I don't have Entrenchment yet). Could someone point me to it?
vanilla sins does NOT use the manifests, but does require all files in the mod and can NOT stack mods.
Oh.
BTW, what did you mean by "does require all files in the mod"?
Basically, it means you must have every file the original Sins uses in the folders that you are modding. Just copy your GameInfo folder from your Sins of a Solar Empire folder (the orgininal game files, and do not change these!) and paste them somewhere else. Then put your modded files in that GameInfo folder, overwriting what is there. Then put that in your mod folder and it should work. Most people mod Entrenchment or Diplomacy here where this isn't necissary, so sorry for the confusion.
I mean the mod NEEDS all sins vanilla files that are referenced by other files so that you CAN play the mod. it has been this way since sins 1.00, just have a look at any of the mods for vanilla sins and you will see all the entity's, meshes, textures, brushes, sounds etc.
that is the reason i do not mod vanilla sins, I just play the vanilla sins mods when I do not want the starbases.
I copied a mesh from entrenchment to vanilla, but now the thing appears as black as the darkest black hole. What have I done wrong?
It sounds like your mesh has no textures attached to it. Open the mesh file, in the second set of lines there should be;
DiffuseTextureFileName "whateverthethingis-cl.dds" SelfIlluminationTextureFileName "whateverthethingis-da.dds" NormalTextureFileName "whateverthethingis-nm.dds"
Go to the texture folder of the Entrenchment folder you copied your mesh from and copy the 3 whateverthethingis texture files and paste them into the texture folder of your mod folder
Another thing to consider when using Entrenchment mesh's in vanilla is that if you are copying capitalships or frigates they have extra hardpoints on them to allow for extra weapons & another ability so they may not be compatable with the entity file in vanilla.
I want a colonizable "planet" that is currently[planetTypeForResearch "Invalid"]. What other options are there for "Invalid" other than "Uncolonizable", "Terran", "Ice", "Volcanic", and "Asteroid"? Can I use, say for example, "Wormhole" - I plan for 1 race in 7DS to be able to colonize this special planet -it will not be a wormhole, but a "Rift".
PM me please.
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