How to add a race to Sins of a Solar Empire
By ZombiesRus5
Current Version
This should work with Diplomacy 1.34, however the envoy abilities for the race templates are all the old versions which still should work in my experience.
Races Mod for Entrenchment 1.051 and Diplomacy 1.34
Note: This is the stacking version only for Entrenchment and Diplomacy.If you don't want the stacked version for Diplomacy simply copy the Diplomacy files over the Entrenchment to make a single combined mod
Previous Versions
Races Mod for Entrenchment 1.051 and Diplomacy 1.32
Entrenchment Starter Races Mod
Races Mod (E) v0.4 (Download)Patches a few references such as entry vehicles to existing races.Races Mod (E) v0.3 (Download)
Diplomacy Starter Races Mod
Stack is meant to support Entrenchment and Diplomacy versions of your mod allowing you to only modify files necessary for Diplomacy.Races Mod Stack (D 1.2) v0.3 (Download)Races Mod Stack (D) v0.2 (Download)Races Mod Stack (D) v0.1 (Download)
Full is a standalone version of the races mod and should be used when youdon't care about maintaining an Entrenchment release.Races Mod Full (D 1.2) v0.3 (Download)Races Mod Full (D) v0.2 (Download)Races Mod Full (D) v0.1 (Download)
* Important Diplomacy 1.2 message * If you have already started your mod with these files you do not need to upgrade. Instead try adding the QuestEnded event (after QuestFailed) to your new Player[Race].entity files and regenerate the entity.manifest with any manifest generator such as Harpos. The Diplomacy 1.2 versions should really be considered as a resource for new mods only!
Introduction
Welcome to the tutorial for adding races to Sins of a Solar Empire. This tutorial will go over some of the basics associated with adding new races to the existing game for Entrenchment and Diplomacy (Sorry, won't cover vanilla modding).
I plan on adding content to this tutorial as time permits (see list below).
References http://soase.weebly.com/modding.html
http://soase.weebly.com/sins-mod-set.html
http://soase.weebly.com/research-button.html - Good for any picture manipulation in sins.
http://code.google.com/p/soaseplugin/wiki/Syntax
Adding a race Ok, I've done most the work for you here. Start by downloading the starter race mod for the version you wish to mod. The starter races mod contains 3 addon races that you can modify and still keep the existing Tech, Advent and Vasari races in the game.
The three starter races are clones of the Tech, Advent and Vasari races having identical abiltiies, buffs, ships, structures, starbases and research. You can directly modify these files or copy them to meet your needs.
Optional step:
Also, all entries and file names follow Race1, Race2, Race3 making it possible to convert Race1 to Terran. For example: replace Race1 and RACE2 in file names with Terran and TERRAN (case sensitive). All references in the text files will also need Race1 and RACE2 changed to Terran and TERRAN as well.
Changing the name of files and associated references is recommended if you plan on making more than three races.
What are the key pieces to understand when working with a new Race? (click on subjects below)
Understanding the Player entity and Galaxy Scenario Def How to add/edit a shipHow to add/edit a moduleHow to add/edit an ability and buff (tbd)How to add/edit a research subject (tbd)How to add/edit a fighter/squad (tbd)How to add/edit a starbase and starbase upgrade (tbd)
What the hell is a manifest and why do I need to change it?
Manifest files is Sins way of telling the engine it needs to load the file into memory. If you add a new entity, brush, player picture, player theme, or skybox to your mod you MUST add an entry for that file in it's associated manifest (or mini-dump).
* After every Sins patch it's important to check these files to see if any new entries were added or removed so the same change can be applied in your mod.
Well, I've had close to 15k downloads of various mods I've posted for Sins in the 7z format without any complaints until this little mod. I'll still re-upload a new version because it needs updated to 1.21, but what should I do about people that have problems with "zipped" files
It wasn't just me!
On your tutorial...I created a new cap ship for pirates (basically a copy of the Tech Battleship)
I entered the ship in the
When I start a world with the ship simply added to a custom galaxy file template I get:
"no Template 'Pirate'found"
Obviously there's an entry I am missing somewhere. Can you direct me?
Not griping about the 7z thing..I just get a lot of "denial" even on the SF pages. There are some quirks in it for some in the 64bit Windows environment. I have used the darn thing for years myself. I have WinRar as well as several other utiltieis. Heck, I even have StuffIt.
Problems with zip files are almost always a result of corrupted or improperly packed archives. Using an amateur built or out-dated program that doesn't pack them properly or messes them up when building the archive.
Zip opens by default with nearly every utility out there--even Windows has it native now. File size savings are a factor--no argument there (I pay for my own bandwidth on my site too).
Not sure why, I've just decided to tease you a bit about this
Ryat's the pirate man, but I'll see if I can recreate this.
@Sinperium
I've uploaded a zip version of these files that should be compatible with Diplomacy 1.21 and Entrenchment 1.051. The diplomacy version requires both mods to be either stacked or copied over the entrenchment files to make one mod. I won't be releasing full versions anymore as it's not really necessary when the only missing step is the copy/overwrite.
Cool--thanks. I've been busy in rl but have a little time now--so yay!
What does minShadow and maxShadow do in the ship's entity file?
They control the amount of extra illumination meshes receive when the ship mesh highlight filter is turned on above the mesh team color setting. The minimum appears to control the amount of lighting when zoomed in and the maximum value appears to control the lighting as you zoom out.
Nevermind. New threading this crap.
Umm, thanks... Didn't get much feedback on this thread so never felt a desire to keep at it.
feedback feedback feedback feedback feedback feedback feedback feedback feedback feedback feedback feedback feedback feedback feedback feedback feedback feedback feedback
feedback feedback feedback feedback feedback feedback feedback feedback feedback feedback feedback feedback feedback feedback feedback
feedback feedback feedback feedback feedback feedback feedback feedback feedback feedback feedback feedback feedback feedback
Now see... If I had had this kind of feedback earlier I might have continued forward!
Well, one thing I remember from a while ago that pleagued me when I first started modding sins; then, too, I remember having to download notepad++, and again I did it. The guide needs to include the importance of modding Achievementsdef.achievementsdef . It will prevent your race selection from scrolling foward.
When coming back to attempt to assist myfist01 with EVE in looking at abilities, references, and models, I wanted to see things get chewed through the game. So naturally I needed to make a new race. I read your guide to refresh, but forgot about achievementsdef. I then noticed you've included the importance of notepad++, so I went back to that and discovered that specific inclusion of new races (in achievementsdef) is what stops you from foward scrolling on the first custom race on race selection.
feedback is feedback?
Also, another very important inquiry; how do you designate how a picture gets into the Player Setup window. I know how to modify the interface, but not designate more pictures. I noticed the Portrait_Player_Large.dds changing seems to change it. my search for something connected to that DDS file in vanilla or your guide-mod has so far been in vein.
I just figured it out, and quite genius of you.
http://www.gamefront.com/files/21237525/Races+Mod+Stack+1.34.7z
Would love this for 7 Deadly Sins; 12 races, but only 3 displayed atm.
I keep getting this when i try your mod for Diplomacy ' Race1_HUDIcon-Generic.brushes' and many others..... The one for Entrenchmen works good.... I just want to take some ships i like from other mods (like your CAPITALSHIP_ROGUEDESTROYER.entity bad ass ship)and add them to the TEC. I must be doing something wrong, I have not added any thing so what am i not getting..... I know i very new and its something very ez so dont get to mad.........lol
@theJian When you extract it there's 2 folders, Races (E) and Races (D).
Races (E) has all the files to work with Entrenchment but Races (D) only has the files that are different/missing to make the Entrenchment version work with diplomacy.
All you need to do is open up Races (D), select everything, copy it, then open up Races (E) and paste it all in, just click yes to all the merge/overwrite popups, and there you go, Races (E) for Entrenchment becomes Races (D) for Diplomacy.
/vap
Edit: Sleeping Reply, misread Q & A
For new modders start at http://soase.weebly.com/modding.html.
Ok now that explains it...thanks
Glad you got it sorted. Make sure you check out the website posted by myfist0.
@vaporific thanks for the help.
@myfist0 I debated resurrecting this thread, however vapor asked what it would take to make this 1.34 compatible which was fairly simple on my end as I'm still using these guys to cut new races.
Would this help me with the Darkness mod, which, yes, still exists. Would it help me with my Galaxy Scenario def file problems?
-ImperatorPavel
Hi Zombie...was going to start here but am having the issue again with your 7z files. I was able to DL and unpack the update for 1.34 but Races Mod Full (D 1.2) v0.3 (Download) shows as corrupted after multiple download attempts.
Any chance you can upload a rar or zip of it?
Ooooh Mister Zooooombiiiiieeee....I gots gum!
If you got the 1.34 update why do you want the 1.2 version? If the downloads no good I don't even have it anymore to re-upload as I only have the latest version supported.
Hmmm...what I have is a patch--it isn't the full mod? Or do you manually lay it over Diplomacy? I did want the Diplomacy only version. I had assumed since it was partial files that it must require the earlier mod. What I have isn't functional.
It has player entities for player 1,2 & 3. It apparently is replacing the folders as a mod--meaning the original files are being ignored.
I'll try making a full mod by combining the files myself and see if it works.
Thanks for the share here by-the-way. Hubba Bubba for you!
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