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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
Hmm seems the problem was on my end, in paint.net it looked like the alpha channel was somewhat opaque, but in photoshop the alpha was completely white. Guess I know to always go with photoshop on ship textures.
Yeah that worked as intended, though you'll probably want more than 50% (at least I did on my models).
Well, you got the gist of what I meant. Glad to see you are all fixed up.
I had the videos from the textures page uploaded to a site that's no longer hosting. I am uploading to YouTube and will add more information to the Texturing page today.
In discussing the idea of invading in a separate thread, I began to wonder... can you set up new pages in the HUD? What I'm thinking of specifically is instead of making the Emergency Facilities infrastructure an individual upgrade, it would take you to another page of planet upgrades all related to defense. Perhaps...
Surface to Orbit Weapons (let's planets attack)
Infrastructure Redundancy (increases planet health)
Underground Tunneling (reduce population loss from bombing)
Bombardment Shields (reduces bombing damage)
Just things of that nature. I'm sure I could find ways to do any of those things, but the point is, can you make a new build tree like that, and if so, how?
Nope, sadly.
Maybe you could add research options that tag these effects on to the standard emergency facilities upgrade? For example, the advent have that underground tunneling as a research option in the civilian tree. Would it not be possible to make that only work with a certain level of the upgrade? I would set it up Tunneling->Redundancy->Shields->Weapons
I'm not entirely sure what you are saying, but research can only make planet upgrades cheaper or quicker to construct. You can't add secondary effects via research that are active after researching a planet upgrade. If you are just saying to implement those ideas via research that does work.
Is there a way to make a buff that slows down the build rate of enemy starbases?
Nope.
Has anyone looked at the .xsp ships from X3?
I forgot I don't have X3 installed anymore. I have to dig threw loads of discs but I will find it.
Hi Guys! Is there a chance to download Converted Game info files for the latest version of Sins Of Solar empire diplomacy?
I have windows Wista, i tried convert the files manualy and whit the SinsDataConverter program, but it did not worked.
I have a 1.31 version of Game info files but it not whole, half of the files are missing.
If annyone can give me a link or pass me on dropp box a full converted Game info files pack i would be verry happy!
Thx
SoaSE.weebly.com/modding-tools.html
Thx Man! I am verry GreatFull!
Not sure if this question has already been asked, but is there a way to alter how resource asteroids are spawned?
Specifically I would like my resource asteroids to be spawned in a tight circle around each of my planets, rather than scattered randomly'ish within the gravity well.
If anyone can point me to the line of code I need to edit etc I would be very appreciative.
Many thanks,
Ben
I get the feeling that is hard-coded.
I saw something about a minimum distance offset and maximum offset which I thought might relate to the spawning (in the Resource Asteroid Entity Files) but it didn't seem to do anything at all, and certainly caused no errors when editing.
Really hope it isn't hardcoded :/
Well, ranges in Sins are kind of funky... Try setting one ability on a capital ship to 10. Set the next to 20. Notice any difference? No? Because that's how it works. I don't know if a similar bizzareness is the cause of this, but it might be...
Managed to get it to work, my mod now spawns asteroids in a tight circle
The maximum offset relates to the distance from the edge of the gravity well, the minimum offset relates to the mesh of the planet/asteroid etc they are orbiting.
So if you have a moveable area of 45000, then the max distance offset should be 35000 - 40000 and the inner/minimum should be 5000 - 10000 and ta da you have asteroids which are in a tight circle that look like they have been positioned there by gravity or your race
-Another question if I may.
Does anyone know how to alter the maximum zoom difference for Planets? Presently in my Mod I have to zoom quite far into a particular Planet, to be able to see the Gravity Well, is there a way to alter this so you don't have to zoom in quite so far?
Kind regards, Ben
SOLVED, increased the Mesh Size using re-size tool
I have a mod I'm making, and I keep getting these errors (Note: a <NEXT> denotes different errors.):
<START>
Text FileArchive missing Label
<NEXT>
Failed to convert " to an enum value
Assert @ c:\gs\main\CodeSource\GS/Entity/Interfaces/IAbility.cpp(139)
false
Assert @ c:\gs\main\CodeSource\Engine/DataStructures/FixedArray.h(128)
i < MAX_SIZE
Assert @ c:\gs\main\CodeSource\GS/Entity/Interfaces/IAbility.cpp(224)
m_minExperienceLevelRequired.GetValueAtLevel(i - 1) <= m_minExperienceLevelRequired.GetValueAtLevel(i)
What do all of these mean and how can I remedy them?
You screwed up the file structure of an entity somewhere, as well as possibly use a line value the game does not support.
B5 mod is running into some issues. Mostly with the AI Research stalling out after a few items. Can anyone assist them? Here is the link the related thread and reply.
https://forums.sinsofasolarempire.com/361694/page/105/#2992410
Thank you very much for any assistance in this matter.
I want to edit fleet capacity and upkeep, how do I go about doing this?
RESEARCHSUBJECT_MAXSHIPSLOTS<race>
and in that file:
researchModifier modifierType "ShipMaxSlots" baseValue 0.000000 perLevelValue 150.000000
Modify the perLevelValue
Why thank you. Though does that also edit fleet upkeep?
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