This is the place to ask and recieve specific modding (mod making) questions and answers. If you have a mod making question, post it here.
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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
there's another modifier right above/below it that'll do that in the entity file
I remember asking about how to get/see a given model you are working on in Softimage with the background/backdrop, and myfist0 replied to it with nice instructions on how-to, however I've unfortunately lost the link to that post, so I was wondering if anyone else here has saved it or knows how to do it themselves.
lavo2 here is a link and the address to myfist0's sins weebly http://soase.weebly.com/index.html
harpo
Thanks, do know of the site, but the specific bit I'm referring to isn't on there. Either that or I can't find it under the various Modeling sub-pages for some reason.
Edit: For reference, I mean getting something along the lines of the upper right hand corner in this pic.
Is there a way to remove a buff from an object? I know there's ApplyOrRemoveBuffToSelf, but that could also apply it. Is there any constraint that would allow me to only use it when it already has the buff, thus removing it?
Well according to the list there is an instant action "RemoveBuffOfType", I would try that first.
Lol I looked over that list a dozen times and I never saw that
Thanks anyways.
Yea! Karma for... wait. If the karma feature if broken why am I still helping people here?
lol if I remember when it works again, you'll go up to 141
but as I am NOT a modeler, only a novice modder, and have not ever used a 3d modeling tool or even a cad program since 1986, that would be why.
So I've been thinking of AI coding and the like. I'm aware that the AI needs every single frigateRoleType in order to properly function, even if that ship doesn't fit the role. Seeing as how some modded factions simply don't have ships that fill this role, I was thinking of an alternative, and was wondering if it had been attempted already. That is to make "filler" frigates that are unattainable (cost more supply than the cap, and plenty of resources), which shows the AI that these RoleTypes exist, but at the same time, denying their usage.
Of course this might make the AI research supply in a futile attempt to purchase these ships, though the AI already researches that like mad.
Jeez, it feels like I'm spamming this thread. But anyways...
Another question, I'm basically trying to code a buff, which calls a buff, which calls another buff. The first two of the chain fire off flawlessly, but the third does not want to fire off for some reason. Here's all three of the buff files. As you can see, I'm doing it so I can set a stack on the last of the three, the hull DPS, but leave the previous unlimited.
I think buzzdroideffect should use an applybufftoself instead of applybufftotargetnofilternorange. The reason for this is that you didn't previously use ApplyTargettedBuffToSelf, thus ABTTNFNR doesn't know where to aim.
I would try just making the research ridiculously expensive and/or take forever to acquire first. That way the AI shouldn't try to save up fleet supply for them. Of course if you're doing that for a required type that can't have a prerequisite like colony frigate wouldn't work to well, but it may work for things like siege frigates.
And/or put them in tier 8.
Will try that, thanks. Edit: Got this to work with ApplyBuffToSelf and OnDelay with a delay of 0.
The types I'm specifically thinking of are primarily AntiModule and Siege (a lot of ships have planet bombing by default, but aren't Siege frigates as Sins interprets them), as the AI likes to spam Lrms I've put Lrm to ships that uh, would be good if spammed. The research method sounds like a great work around, and one that's far better than what I initially was thinking of.
I need to have a empty gravity well (no planet) spawn a starbase owned by one of the players on game start. How do you do this?
Where is this, because I am looking at my toolbar window and it is not in there.
Make it spawn with a starbase constructor. You can't spawn pre-built starbases.
Make a planet use a SB mesh and then it can be capture by other players and given to player at start
Or make a specialized constructor that would have the ability to build an SB set to autocast and free so it would do it instantly.
Check out Distant Stars. We have done this.
This the basic way. Looking at the Distant Stars mod will help you get the coding right.
that is exactly what i am looking at and I am trying to figure out how you did it.
Thanks to everyone regularly participating here. This is my most regularly visited page due to the great info provided.
I noted some changes in the 1. updates that seem nice--superweapons with npc's and the verbal alerts for them are a great touch. Also starbases seem to field larger strike squadrons now. So I am waiting for actual Rebellion to go to beta before I continue more ship modding and the like.
That said, planets and stars were my intent from the beginning. I've sen the mods with planets having concurent buffs--one on and the off then reversed with a timed trigger--and I have a few questions regarding this.
I'm assuming there could be three buffs as easily as two?
Is it possible then to have a three buff, timed rotation but have each of the buffs have only a percent chance of occurring? So say that buffs A,B & C are each timed to last 2 minutes each. Is it possible to have any of the buffs due to randomly not occur and then go straight to the next buff? So the normal sequence would be 2 minutes of A, 2 minutes of B and then 2 minutes of C but the random occurrence could alter that...2 minutes of A, B skipped, then 2 minutes of C or even One buff occurring back to back multiple times and the others missed.
Is this feasible?
To my knowledge, no.
percentWeaponChance is the only think I know that could do the random thing you are thinking of, so sorry.
There is ApplyInstantAction### OnChance instead of OnDelay or always, though you might have to make the timer buffs that rotate between each other separate from the buff that may apply the bonus. So with enough buffs it maybe possible.
Look at the Skirantra's fighter protection ability thing for how to use OnChance.
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