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
When you show a dev error that references a line number it is more common that something above that line isn't done properly--most likely a typo.
It could be a clipped out character when pasting...a duplicated character...overwritten line, etc., etc.
I have compared the original (after figuring out how to convert) with the reference file one, not a single thing is different.
I'm curious though, the error says 'line 287' but there is no line 287 in my .entity. It goes until 257.
Trust me--something is wrong. Get the original file back in, make sure it works, then redit it once more by hand (not cut and paste).
That's an original sins file.
Diplomacy and Entrenchment file mesh entries are like so:
MeshNameInfoCount 1MeshNameInfo meshName "CapitalShip_PhaseBattleship" criteriaType "None"meshNameIncreasedEffectName ""meshNameDecreasedEffectName ""
when using my ref files the search sequence is the diplomacy, if NOT fount then the entrenchment AND if not found then and only then look in the vanilla files.
harpo
Riiiiiiiiiiiiiiiiiiiiiiiiiiiight, I overlooked a small thing. Entrenchment also has the CAPITALSHIP_TECHBATTLESHIP.entity, I didn't see that when I first looked there. Dammit, I hate making that sort of mistakes.
Files work now, thanks!
EDIT:
And a new error arose once I loaded the game, this is alien to me though.
Assert @ C:\Projects\P4\SinsDiplomacy\Release\CodeSource\Engine/File/FileSystem.cpp(307)
bResult == TRUE
I skipped it and the game worked fine after that.
EDITEDIT: The error only appeared in dev version, normal version no errors.
Is it possible to make a Phase Gate ability that works for any faction (neutral, allied, enemy)? Also, is it possible to set up the spawn groups in GalaxyScenarioDef and pre-set maps to spawn object which each have a different owners at a single planet?
I do not believe so.
Yes.
How is this done in GalaxyScenarioDef?
To expand, in essence what I want to do is spawn a Phase Gate for each player at every single planet. This will allow players to, once planets are scouted, to jump from each planet to another. As of now I've created a special invulnerable trade ship that achieves this, and due to it being a trade ship, doesn't "reveal" the planet to other players.
Create a new group, set the spawn for "Always" and for the player you want to own it. Only problem will be that you'll have a variable amount of players every game, and I'm not sure how the game reacts if you want it to spawn an object for a player that isn't in the game. I'm guessing it just doesn't spawn as you'd want but I've been surprised before...
I'll try that, thanks!
Seems the game doesn't want to spawn the group for some reason. I've constructed the group as such, IMP being the race I'm testing this with:
group condition type "Always" param "" owner "IMP" colonizeChance 0 items 1 item "Hyperspace:Gate"
It's been slapped into every militia spawn group, pirate base spawn group, and home planet spawn group. I have also, for curiosity's sake, set colonizeChance to 1 to no avail. I can also confirm that the item itself is working as intended and can be spawned, as I slapped it in with the DefaultHomePlanetSetup for the planet owner and that much worked. Does anyone perchance have an idea what's wrong with the group, or if it's just an Entrenchment-related problem?
I have a map that spawn "always" and when the player isn't present it spawns anyway--I think as a hostile neutral. I'll try to get back to it or find my Wolfpack map link and DL and try it yourself.
Is IMP actually the name of the player? By default its something like player0.
Ohhh, I see. That's probably the problem, will try that.
So I've had some progress. For now, the thing works on any premade map, as the players are defined as "player0" or "newplayer0" and such, but not on Random maps. As such, I am wondering does anybody know what name the Random map generator uses for players?
could not see any idenitification in a mapdesigner map to indicate even how MANY players in a map, BUT when I have loaded a mapdesigner into galaxyforge it used the Player-# pattern for the players (all 10 of them, 0 to 9)
hope this info helps
FYI...here's the new link for MyFist0's migrated modding site: http://soase.x90x.net.
On a question note..
I tried to modify the Advent's "Reverie"{ to cause a ship to "Explore" as opposed to it's current bool actions). Game crashed with no minidump.
Knowing that explore is one of those goofy things that the game might see as primal I wondered if someone might comment as to whether or not there is something that would make this not work?
I did change things from bools to instant actions and the like.
fyi, that link you put up... my anti-virus has it marked as a known dangerous website.
Someone might want to tell myfist0
EDIT: Figured it out already
Hey everyone! I just wonder if is it posible to force an ability effect " say ion bolt" to use the ship weapon slot as a launch point?
Maybe, but the thing is weapons can have more than one point to fire from. I'm not sure how it would react with having multiple points at once. If I were you I would just go into the mesh file, find the weapon point I wanted, duplicate it and Rename it Ability# so I would be sure where the point was and how many points there are.
Thx man i know what you mean abaout: attachType "Ability" abilityIndex 1
But i dont undestand this part: I would just go into the mesh file, find the weapon point.
Can you clear this out a bit?
Dont bother man thx i found it i didnot know i can simply open the mesh files.
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