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OTHER SINS HELPFUL MODDING LINKS*
*Links are updated when requested.
The Soase Idiot's Guide
Confused? No idea where to even start?
Determined to work at it?
This is the place!
Sins Modding Wiki
ZombieRus's Eclipse Wizardry
Tutorials
MyFist0's full modding site.
Emphasis on modeling and
texturing.
REBELLION MODDING TOPICS
Rebellion Modding Q & A
Mesh Editing
Changing Diplomacy Files to Rebellion
IT REALLY HURTS MY BRAIN--HOW TO START
An Idiot's Guide To Getting Started
MyFist0's Modding Megasite!
MOD DOWNLOADS
ZombieRus5's Mod Yard
Directory of Planet Mods
STEAM
STEAM Sins Forums
DEVELOPERS
Sins Developer Journals Forum 2007 to Present
REFERENCE FILES
Research Modifier List
MyFist0's Exported Models & Files
Modifier List
Harpo's Converted Sins Reference Files 2011
THIRD PARTY TOOLS
3dS Texturing Toool & Tips
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
User-updatable Ship Reference Chart
Sins Modding Dictionary
Adding phase Effects to other weapon types
Culture, Explanation/Discussion
Weapons, Explanation/Discusion
Shield Mitigation & Armor, Explanation/Discussion-1
Shield Mitigation & Armor, Explanation/Discussion -2
Graphic Chart of Sin's Counters
Annotated Guide to the Developer.exe
In-Game Map Creator
Weapons Banks & DPS
Combat Mechanics
Rebellion Shield Mitigation & Focus Fire testing
PARTICLE FORGE
Particle Forge Help Thread
GALAXY FORGE
Adding Artifacts
Working Template Examples
SemazRalan's Template Guide
Pirates Base Start Template
SOUND RESOURCES
[SFX] Black Sun SFX/Music Resource for Modders
MODELING & TEXTURING--SOFTIMAGE XSI, 3DS MAX
XSI Texturing, Tutorial
3dS Model Exporter
3DS Max Rigging, Texturing & Exporting, Guide
Modding/Modelling/Texturing/Converting, Tutorials
WIKI'S
Sins of a Solar Empire Official Wiki
I know which is why I need to consult before embarking on potentially a long path. It comes down to is the juice worth the squeeze. We have already specified Psi for the Elder races and have engrained that in numerous abilities. The particulars of how this is implemented race by race will matter quite a bit as I foresee having to complete the entire effort before testing for completeness.
Having a passive ability on the ships/structures/etc of a given race that applies PhaseDodge to them is another neat way to have a race-specific constraint.
Is there any way to add a constraint to a researchModifier? I want to add something similar to Mass Transcendence for all of the factions, but I want the TEC Loyalist's to be at half the rate (maybe even a quarter), and only while in friendly gravity wells.
I know the base modifier for this is ExperienceConstantGainRate, but is there a way to add a constraint so that it only works while in friendly gravity wells?
This is not possible. Closest you can do is increase the amount of XP you get per kill in friendly gravity wells via ExperienceAwardedAdjustmentWhenInFriendlyGravityWell.
So there's no way to make capital ships gain experience other than direct combat or through ExperienceConstantGainRate research. No kinds of buffs or anything like that.
Not unless you count buying capitalship levels.
Getting this error after I added a whole bunch of research to a race. Error pops up ONLY if my mouse pointer goes over a research subject.
Assert @ D:\projects\SINS\SinsRebellion\main\CodeSource\Engine/DataStructures/FixedVector.h(139)
i < m_CurrentSize
Any help would be much appreciated. Thanks in advance.
I can't remember what's what in the research errors, but that should be a numerical mismatch, so it's probably either level count or tier issues. Check for research with mismatched tier numbers, or a prerequisite level that doesn't exist.
Here's a strange problem I'm just curious if anyone else has had.
While building the race selection window for one of my factions, adding a particular research to the faction specific research section causes an immediate crash when trying to view that faction's window. This tech is a little weird (if gives a bonus to the Designate Homeworld planet upgrade), but it works perfectly fine in game if its not in the faction select screen. No error messages of any kind.
Need a bit of help finding something.
I have the reference files for Rebellion 1.82, and need to know what the reference file for Shield Bestowal ( The Advent shield hanger buff thingy. ) is called, as I can't seem to figure it out from the names, and Google isn't helping much.
The way you find an ability is by following the trail. You'd look in PLANETMODULE_PSIORBITALHANGARDEFENSE, and see that it references one ability at the top, AbilityGiveModuleShields.
Player files give lists of ships, structures, research, and you run the tree down from there to see what's got what.
Thank you. That is very useful. Here, take my like.
Hello,
I have a very easy question to solve, but I just couldnt find an answer to it ...
How do I add a ship to a faction, lets say Tech Rebels?
What Ive tried so far is creating a new Ship Entity file by cloning one and renaming it. E.g. TECHBATTLESHIP -> TECHBATTLESHIP2 and editing the new file. Adding a new file though always ends in a crash when I start Sins. Ive also added the entity name to the PlayerTechRebel file in the CapitialShip part and added to the counter.
Simply adding a ship from another faction (with an existing Entity file to it) works flawlessly, I just cant research it of course.
Are there more files I have to pay attention to?
You need to add any new entity files to the entity.manifest and increase the count at the top of the file.
Thanks for the fast answer
I assume I have to create the entity.manifest myself? Ive just stumbled across the Eclipse Plugin and will have a look into it. Otherwise I havent seen the manifest yet and a quick search didnt really help. SoaSE modding seems a bit more complicated than what Im used too ^^
Really, it's a lot simpler that most game's I've done.
The manifest files and in the root directory of the mod. Not the GameInfo folder, the folder that the GameInfo folder itself is in.
It's just a list of all the files the game needs to load. If it's not in the manifest, it doesn't get loaded.
I have a question about editing actual settings of the game.
As you know, before the game starts, you can adjust several factors such as ship speed, income rate, research times, etc. I'm looking to change a few of these values.
The main one I want to change is research times. Normally I have it set to default, which I believe is "normal", but I sometimes find that I advance through the research tree fairly quickly, and I was looking to slow it down a little. I tried the slow setting. It appears this setting increases research times by roughly 250%, which is waay slower than I hoped.
So can anybody give me a pointer as to how to change these values? I've sifted through the files a little, but I'm really not sure what to be looking, or if it can even be done. Any help would be appreciated, thanks!
Gameplay.constants. just past the pirateRaidDef entry.
Thanks!
Greetings again.
I'm trying a little something right now with starbase mobilization. I've modified planets allowing players to have multiple starbases, but can't seem to make it where you can phase jump in more than one base. After looking through things like the reference files, string files, etc, I still can't get it to allow multiples.
Am I missing something stupidly obvious, or is this a hard coded limit...?
from what I remember it was hardcoded in entrechment( I think it was about e1.02) and all the later expansions kept the hardcode
It was one of the patches for Rebellion that changed the way starbase mobilisation worked.It's hardcoded now to not let you move a starbase if one is already present regardless of starbase limit in the planet entity.It sucks
:edit: To elaborate on why it sucks so much.... I started working on my mod 'Sins of the Sirius Sector' when Rebellion came out.I had replaced the concept of capital ships with mobile 'starbases'... basically all the large ships from gunboats, destroyers, cruisers and battleships were going to be mobile starbases complete with names, custom upgrades etc. providing awesome choice in customising your fleet.I was about halfway through coding up the Liberty ships when they introduced the hardcode which ruined my plans... I was going to have for example on Liberty's cruiser, a choice between upgraded armor, upgraded main gun ability (and antimatter), enhanced engines or a missile pod upgrade. The idea would be you couldn't get all the upgrades on the one ship, so it encouraged customising each vessel.The Gunboats would have had upgrades along the lines of either improving capabilities against fighters (corvettes in my mod) or against other capital ships and so on.Yeah... the hardcode change was pretty crap... I could potentially still do my original plan, since I am in Australia I actually have a retail copy of Sins so I could theoretically reinstall the game files to pre-hardcode... but no one else would be able to enjoy the mod unless they also had a physical disk or did something they shouldn't. I've kind of begged them several times to remove said hardcode but obviously it wasn't a priority.
Anyone seen this and have a suggestion?
D:\projects\SINS\SinsRebellion\main\CodeSource\GS\Entity\Types\Mission_BuildStarBase.cpp(419): assert! [buildStarBaseAbility.IsValid()]
I appear to get this consistently on one save right when it mini-dumps.
Edit - Think I found it.
And you don't share what it was?
I've seen a lot of Starbase errors, but I don't recall that particular one.
And you don't share what it was? I've seen a lot of Starbase errors, but I don't recall that particular one.
When I made the new resurrection abilities I copied a frigate to use as a hidden staging entity for the abilities that resurrect ships. Unfortunately I copied the Cylon colony frigate which also has roles for starbase construction. I remapped the roles and restarted the save file and did not re-encounter the issue.
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