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.
If your question involves long snippets of entity files and the like, please don't paste the entire file contents here but put them at the incredibly easy to use http://pastebin.com and then provide the link to your paste in your question posted here.
Please do limit "just comments" here to brief posts please. If you don't know the answer or can't point to help--don't post. Please note that a random, uninformed guess isn't an actual answer.
You can refer people to another source--IF it actually helps answer their question. This could be in the form of links, outside sites, specific modding-useful programs, direction towards another post or poster, etc., etc.
Remember--specific questions, specific answers. Only respond to the ones you can help solve. Also, feel free to amplify, clarify, suggest alternatives to or correct answers seen here if such actions are merited and help provide a real solution. No flaming, insults or put downs here in the answers or other posts please.
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NOTE: If an answer resolves your issue, please share it here. These answers will help others coming along later too. Karma is a great way to respond to people providing help without clogging the thread or bombing their forum mailbox here. Thanks!
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 I'm adding new points to meshes in .txt format, I usually pick a point I think is close, duplicate it, rename it, and change say the y coordinate [x, y, z] by 5 or some other small number. Then, in the developer .exe, I use the show mesh points option and look for two points really close together. Then I can just start guessing with the numbers, and each time I save the mesh file the Developer.exe will reload the file and show the new position. Keep adjusting it until you get the point where you want it.
Is it possible to set the required relations higher than can be obtained? That would stop any player from allying with the Yggdrasil.
I dunno. I hate loose ends so didn't want some confarbled mashup solution. Hopefully it will be simple like that.
I haven't had time to work on it for over a week now--sigh.
Just setting extraordinarily high racial penalties should work quite nicely. And don't give the Yggdrasil a tech that gets rid of that penalty.
Hey guys!
I am in need a little help i am not a modeller but i have intrest to try, i have got the 3ds Max 2010 and i whis to open an allready exicting modell from one of the sins mod whit it.
But i am unable to do so. I couldnt finde any refernc. If any of you can give me a clue what to do or which link can help....
Pls!
And Thx!!!!
Well, you really can't do that easily. The only one who was able to do that was Myfist with a custom Max script he wrote, he's no longer around so unless someone still has that script it may prove difficult. What exactly did you want to edit on the pre-existing model?
You can go to this site--which is run by MyFist0 and he might be able to help.
Also, check the links at the top of this page carefully.
I bought Rebellion today and first thing I wanted to do was mod the mines out
However, even though the mod is activated, it has no effect. I can still research mines.
I made a separate folder, put the entities in there I wanted to edit, edited them with Notepad++
I used the .76 ref files from Harpo btw. It even says in the Notepad file that my mod is activated.
Would anyone know what it is?
What's your checksum? If its zero the game isn't able to read any game changing files (I.e. it can't find your gameinfo folder). Make sure your folders are set up as Mod Folder -> GameInfo -> Mine.entity etc.
I feel so stupid.
Indeed, I forgot the GameInfo folder. *sigh* Thought of everything, everything but that.
Thank you.
Is there a way to code an ability to only disable a single weapon or a single weapon type, like missiles.
Best you can do is slow down energy or physical weapons to a crawl I think.
How would you slow down physical weapons?
Hi Sinperium!!!
I checked out this website, i have the progi called MeshLab, but i still can not open or import a mesh whit it.
I just want to resize some of the moddels i have.
Thx
I meant reduce their rate of fire to a crawl. Alternatively, you can reduce their damage output to 0.
In Diplomacy, does ChanceToIgnoreShieldsAsDamageTarget apply to all weapon types that have shield negation, or just Phase Missiles?
Bumping this back up because of Fred's necro bumps.
This is a good thread to bump--a lot of newer modders won't even know about it.
That and I have an unanswered question.
Well I'm using it my mod for things other than phase missiles and I thought I was noticing a damage increase. I guess I'll try cranking it up to 100 and see what I observe.
Was asking mainly as, at least in Entrenchment, using it in an ability only works for Phase Missiles.
Just tried settting it to a 100% debuff. All the shots went right through the shields if that weapon was able to go through shields in the first place due to research.
So, in other words, it can only block Phase Missiles. Looks like I have some changes to do.
It doesn't seem to care what weapon is used as long as it has some chance to bypass shields.
Never mind then, read your post wrong. This is excellent news.
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