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OTHER SINS HELPFUL MODDING LINKS*
*Links are updated when requested.
The Soase Idiot's Guide
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This is the place!
Sins Modding Wiki
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Tutorials
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Emphasis on modeling and
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REBELLION MODDING TOPICS
Rebellion Modding Q & A
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Changing Diplomacy Files to Rebellion
IT REALLY HURTS MY BRAIN--HOW TO START
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Directory of Planet Mods
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Harpo's Converted Sins Reference Files 2011
THIRD PARTY TOOLS
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Ship Fleet Calculator
SoaSE Eclipse Plugin Project
Mesh Resizing Tool--courtesy of the Reqiuem team.
Harpo's Sins Utility Package -- Dropbox
The Sins Optimization Project (TSOP)
Artificial Unintelligence (Mod and AI info)
Sins Data Converter by BCXtreme
EXPLANATIONS & DISCUSSIONS
Rebellion Updates by Blair Frazier
How to Add a Fourth Race
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Culture, Explanation/Discussion
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Shield Mitigation & Armor, Explanation/Discussion-1
Shield Mitigation & Armor, Explanation/Discussion -2
Graphic Chart of Sin's Counters
Annotated Guide to the Developer.exe
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Particle Forge Help Thread
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SemazRalan's Template Guide
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WIKI'S
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This seems to be the issue here as the game is not seeing the mod at all. By the way, did you select the "Show Mod Path" at any time. The game needs to build the path first. If you are having issues seeing the file in the directory you will need to enable the "see hidden files" option, which sadly thanks to Microsoft Ironclad had to use, for you to be able to access the file to put the mod in.
Sounds like you have a folder in a folder.
For example:
When you extract the DS mod, it should look like this progression
diplomacy-v1.21 ->Distant Stars -> GameInfo, Textures, etc etc etc.
You most likely have something like this:
diplomacy-v1.21 ->Distant Stars ->Distant Stars(This is your extra folder which is most likely causing issues) -> GameInfo, Textures, etc etc etc.
There is a indepth tutorial in the Distant Stars topic's Original post, about updating and installing the mod. Also do note that the number at the end of the .7zip file is the checksum. Your checksum should match that one if everything is correct.
Wow, Great Response time guys. Thanks for the assist.
If any other issues with Distant Stars please go to the Distant Stars thread please.
look at the end of the neoborgs useful little helper thread and you will see a link to the personally re-uploaded program, and the needed extra file.
harpo
I've not experimented much with it but I'm about to post up my first public "mini-mod" and wanted to tweak some things regarding fighter physics. I've changed things like abilities and speed but messing with the various accelerations/decelerations and angles and the like seems to commonly minidump the game (ran into the same thing with mines)--so I have refrained so far from seriously touching it.
Has anyone detailed what (if any) of these are fixed parameters or have specific ranges of limitation? Any mod samples/resources or explanations for fighter physics floating anywhere around here?
Thanks.
P.S. I started on strike craft because mines are mysteriously baffling but seem most like them. I'm still scratching my head on many mine issues.
Hi all.
I am new here and my first small question.
I want increase the max logistic/tactical slots.
Which files i have to looking for? Is this in the gameinfo section or i need the galaxy forge tools to increase the slots per planet?
thx for help.
greets
The entity files for each planet type will list the logistics, tactical, population, level costs to upgrade, etc., etc. for a planet.
That's where you start. Look at a few to see how they are structured for upgrades and the like then post back here with further questions if you need. Good luck. Here's a a sample part of they PlanetAsteroid.entity file in the GameInfo folder (converted from Bin to Txt). I've cut out the meshes and , textures and other info so scroll down a little in the actual file for this. Civilian Modules" are logistics slots and Tactical Modules are the tactical. Just change the number if you want more.
Put the changed file in a folder and give it a name and then put that folder into your mod directory. If it's in Diplomacy, you'll be able to enable and activate that as a mod and it will change the planet you altered. This way you don't have to mess up your core game files.
The "stage counts" refer to upgrades--how many and how much they cost to upgrade in credits and resources. You can also see the number of constructors with the planet and upgrades and other things not shown here are the artifacts and planet bonuses, population and the like--all of which can also be changed.
path:CivilianModules stageCount 2 stage price credits 0.000000 metal 0.000000 crystal 0.000000 upgradeTime 0.000000 maxModuleSlotCount:Civilian 6.000000 maxModuleConstructorCount 0 stage price credits 450.000000 metal 150.000000 crystal 75.000000 upgradeTime 45.000000 maxModuleSlotCount:Civilian 12.000000 maxModuleConstructorCount 1 path:TacticalModules stageCount 3 stage price credits 0.000000 metal 0.000000 crystal 0.000000 upgradeTime 0.000000 maxModuleSlotCount:Tactical 5.000000 maxModuleConstructorCount 1 stage price credits 450.000000 metal 150.000000 crystal 75.000000 upgradeTime 45.000000 maxModuleSlotCount:Tactical 15.000000 maxModuleConstructorCount 2 stage price credits 550.000000 metal 175.000000 crystal 125.000000 upgradeTime 60.000000 maxModuleSlotCount:Tactical 25.000000 maxModuleConstructorCount 3
Hi sinperium
thx for your very fast answer.
This is exactly what i looking for. And if i increase this civilian slots is this i hope for all factions?
YW and yes it will change it for all planets of that type. Where's my karma!? JK.
So in this case, all your asteroids would be changed.
It's a little more complicated to add in completely new things and God forbid you make a typo or have a corrupted entry when you do.
hehe not worry i am careful
And big thx for your help dude.
erm Sinperium? I have another question
I want the abilitys for the capitalships from the start how i make this? I have increase the max cap and shipslots but if you have a lot capships is it a bit trouble select each capship and train the abilitys. My plan is the abilitys for capships from the beginning but increase the productioncosts.
thx so far and...
While that's certainly possible, FYI you are going to need to edit every single capital ship ability as well as the capital ships themselves to get what you want.
Basically, you'll need to change the line levelSourceType in the capitalship ability files from whatever it says to.
levelSourceType "FixedLevel0"
Note if you do this the ability will not be able to improve beyond its level 1 form, but it should be available from the start.
Hi GoaFan
Hmm i want that handle with the capitalships her abilitys like with the frigates or cruisers.
The frigates and cruisers have the abilitys at this moment where they leave the shipyard.
i try it with the levelsourcetype but this is just the experience level for capitalship i think.
Ok example from the tech the kol capship this have GaussBlast FlakBurst AdaptiveShield and LastStand as abilitys
the kolship is leaving the shipyard and all that abilitys are already available for autouse or something.
I dont need to edit the capship files for this?
No, you don't. Not for that, but you did say you wanted to increase the production costs, in which case, you would have to change the capital ship's entity file, specifically this section:
basePrice credits 5500.000000 metal 1000.000000 crystal 750.000000slotCount 50.000000BuildTime 110.000000
You need to change those to make them cost more, take more time to build, and use up more fleet supply.
Additionally, if you really want to take the time and make the cap ship abilities like the Frigates, you can use the research without base source type, create research items for the abilities, plug them into the trees in appropriate spots, and force yourself to at least research them first before ships can use them, and you still get your upgrades by doing further research to that ability.
levelSourceType "ResearchWithoutBase"improveSourceResearchSubject "RESEARCHSUBJECT_CAPITALABILITY_ADAPTIVEFORCEFIELD"
for example.
What I was telling you to do is exactly what you want. That sets up the ability as a frigate ability instead of a capitalship leveled ability.
Okay new question. I know you can define faction music themes in the player.entity files, but how does the game determine which tracks are universal (such as Music_Battle_1)? Does it just assume any files not used in the player themes are universal?
If its not in the player.entity it wont play when you play that faction. If you want it in each faction, place it in each .entity file.
But doesn't it? This is from the Advent player.entity file. Since I have a music replacement mod for all of the Vanilla music I know more music than this gets played.
musicThemeData musicThemeCount 13 musicTheme "MUSIC_ADVENT_THEME_1" musicTheme "MUSIC_ADVENT_BATTLE_2" musicTheme "MUSIC_ADVENT_QUIET_1" musicTheme "MUSIC_ADVENT_QUIET_2" musicTheme "MUSIC_ADVENT_SAD_1" musicTheme "MUSIC_ADVENT_MISC_1" musicTheme "MUSIC_ADVENT_MISC_2" musicTheme "MUSIC_ADVENT_MISC_3" musicTheme "MUSIC_ADVENT_MISC_4" musicTheme "MUSIC_ADVENT_MISC_5" musicTheme "MUSIC_ADVENT_BATTLE_1" musicTheme "MUSIC_TROUBLE_3" musicTheme "MUSIC_ADVENT_MISC_6" scareThemeCount 4 musicTheme "MUSIC_ADVENT_BATTLE_1" musicTheme "MUSIC_ADVENT_BATTLE_2" musicTheme "MUSIC_TROUBLE_3" musicTheme "MUSIC_ADVENT_MISC_6" announcementCount 1 musicTheme "MUSIC_ADVENT_ANNOUNCEMENT"
I have a question too.
Anybody knows what randomstream refers to in those 2 asserts ?
Assert @ C:\Projects\P4\SinsDiplomacy\Release\CodeSource\Engine/Math/RandomStream.h(81)rangeSize > 0
Assert @ C:\Projects\P4\SinsDiplomacy\Release\CodeSource\Engine/Math/RandomStream.h(75)maxV >= minV
Those asserts pop up while launching the exe and launching a new game.
The number of pop up is random, sometimes 1 of each, sometimes 2,3,4 or five of each.
Edit:
I have noticed that, all musics are replaced in the player entity i choose in the game, but i have vanilla musics playing sometimes.
What mod do you have enabled? And what does it change(if it is personal)
I am fairly sure that you have a mod enabled.
Try looking at Game.musicdata in the Vanilla GameInfo folder. It seems to be what you are looking for.
It means you have something like a weapon that is expecting a >0 range associated with it. The weapon is just an example and could be anything that expects a valid range.
Means you have a max value that is set lower than the corresponding minimum value. Particles have a lot of min/max values is one potential.
Yes i have a mod enabled, it's for the moment a crossover between 7DS and Requiem with my own modifications. It can't come from 7DS files as this part was finished before those asserts. It begans while modifying some requiem files i have added to my mod. Usually i make saves from my work very frequently but this time i hadn't and had modified many files so i couldn't find the origin.
I was suspecting GalaxyScenarioDef.galaxyScenarioDef but the asserts persists with the diplomacy 1.21 one.
Yes i have searched for a range error somewhere but couldn't find.
I have searched too for Min Value > Max Value but couldn't find. That's why i asked if someone knows something about RandomStream, i haven't modify anything in particle at this moment. I have modified many files without saving ( very bad mistake .... ), the last ones were GalaxyScenarioDef.galaxyScenarioDef and musics in player.entities.
I have replaced GalaxyScenarioDef.galaxyScenarioDef by the diplomacy one and it continues. For the musics ( i really thought it could be that because it occurs at launching dev.exe and a new game, and randomstream sounds good for that, but in that case range > 0 and MinV or MaxV don't mean anything ). The 2 errors are linked as they occur at the same time and the same random number of times. I'm wondering what can be randomized at launching dev.exe and new game, but can't find the answer.
Thanks for your help ZombiesRus5, and thanks for your soase plugin.
About that i have posted in your modifier list. It seems new refs were created with 1.21. Will you update your soase plugin for eclipse ?
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