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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
Questions about Ship Explosion sound files : so the ( capital ship, cannon shell, and support ship explosion sounds) are used for the appropriate ship destruction.
{1} what about the (explosion SUB and SUB ALTs)? do those assign to ships or are they randomly assigned to each explosion event?
{2} are they assigned to you AND the other races in a single game? Or, some go to you and some go to the other players/races?
{3} the (Frigate death explosion and ALT 1 ) are those for all of "your" frigates? or are they used for just one or two ships? Are Frigate explosion sound shared with you and other players or you get one and they get the other?
just wondering if anyone has some experience with these files and could explain the limitation be for i go hacking apart these sound files.
I've been working on a sound mod or sound reorganization. (I'll submit it for review to you guys soon) I've been wanting to add vocal sound samples to explosions sound to help audibly identify speed of fleet degradation and better identity individual ship loss in the fog of war. IE : "such and such ship has been lost" over top the explosion. im also working on adding voice samples to the weapons with cool downs.
{part 2 of sound mod} all and all im trying to add more radio chatter during the battle events. the voice samples of the Hyercorp race from "Sins of the Fallen" works really well for adding drama and intensity in the battle events. im in the middle of incorporating them into all race battle sounds. ill have to ask for permission to share and arrange Acknowledgements, of course . and much respect for the quality and amount of time and work to create those sound files. it had to been A LOT of work.
{part 1 of sound mod} for the most part im finished here, just lots of play testing and corrections. i have had trouble differentiating the vocal announcements and identification from the almost single voice actor for each race. so i took to the incredible redundant task of combing all the different voices of all three races into each single race. the universe is just a big melting pot after all so each ship type has a vastly different sounding voice. also, i combined the best of the three announcer voices and a few voices from the "Maelstrom mod" for logistical announcements. again, wow that's allot of sound editing, much respect. it now sounds like you have several officers talking to you, all from there respective responsibilities. having one or a few voices that sounded too similar made it easy to tune out and miss a pirate raid or the like.
Bump for New Modders.
Something I've been thinking about.. I know that you can apply a buff from carrier->linked squads, but is there any way to apply a buff from the squad to it's linked carrier? I mean, sure, you can make it apply a buff to targets in radius and hit the host that way if the squad is either launched or dies and is rebuilt, but is there any way to directly apply a buff to the host? Some sort of ApplyBuffToProducer? I know that doesn't exist, but you get the point...
For the most recent build of DS we tried to do what you're thinking. Nacey and I spent a couple of weeks trying out every combination of applying buffs to get it to work and couldn't. Some set ups were very simple, others were overly complex chains of buffs, but in the end it just wouldn't work. So no, can't be done as far as I know.
Just out of curiosity, what's the most complicated buff chain you guys have made?
Well... While working on the strike craft/carrier cruisers, trying to eliminate bomber spam issue, one of the more elaborate chains I had made was some 20 buffs long before I gave up and opted for a much simpler approach. Presently, I think the longest chain is something like 5 buffs long. I don't remember which ability triggers the chain, but I do remember in my cleaning up of useless files, chasing one down into several files and having to leave it as it was since there was no way to simplify things.
Just starting out modding
how do i update a mod from original sins to diplomacy
That's a lot of questions rolled into one. No simple answer. The string file and the various manifests will be the big thing but the GalaxyScenarioDef.entity and player entity files will need updating too.
Can someone here point to a simple post on just these basic steps?
Finally, check the links at the top of this thread--lot's of details in there. Harpo also has a Mod updater but you would need to have him give you specifics as to what works and doesn't.
Truth be told, it's far better to not even bother trying to update a vanilla sins mod to diplomacy. Every single file has changes made to them and unless you have a good file compare utility that let's you see every file side by side and line by line, you're going to kill yourself trying to make the update happen. It's easier to just update an old vanilla mod to work on the current version of Vanilla Sins.
However, if you do have a good file compare utility that let's you open up files and see them side by side and line by line, first, you'll want to go through and delete every file that made no changes between the vanilla mod and the core vanilla game. Diplomacy doesn't need all of the files like vanilla does to run a mod. Then, once you have the fat cut out of the mod, get yourself a diplomacy version of every file that is remaining in the vanilla mod and change the copied diplomacy files to have the information from the vanilla mod, or in the case of files that don't have a diplomacy counterpart, find one that is similar and use it as a template. This way you'll have every line that diplomacy requires and the changes made by the original mod. Finally, you have to create manifests for your mod which Harpo has a tool that can do that for you.
Duration: Depending on the size of the mod and time to dedicate to learning how to mod, weeks to months.Difficulty: Hard
Fortunately, you have a lot of very knowledgeable people here to help if you get stuck at some point along the way.
The good news is that if you just want the ships and entity files, it is a lot simpler (maybe).
entity files being what?
i got a lot of reading up to do
good news is i think i found my summer hobby
.. If you don't know what entity files are, you really need to change that..
Entity files are the files for pretty much every in-game object. For instance, abilities, buffs, ships, structures, pacts, researches, planets, stars, players, etc are all .entity files.
so everything in gameinfo folder
but going from original sins to diplomacy do i need to change all the entity files or just the ones that were added
lucky for me they put the ones they added into folders
very good mod
the string file should be easiest to update
how do i update entity files to fit into diplomacy?
ApplyBuffToLastSpawnerWithTravelNoFilterNoRange
ApplyBuffToLastSpawnerNoFilterNoRange (new in Rebellion)
AbilitySonaIsolyticBurst, an ability in SOA2 with 19 total files for function, 17 buff files. It maintains exclusive operation by canceling other attempts to fire the same ability, spawns a dummy frigate for a point of impact in open space, creates a rift that sucks in nearby ships and damages them before a timed detonation, and has two conditional triggers for early detonation.
ABTLSNFNR has become a good friend while making the buff computer mentioned elsewhere. Are you saying that this applies to creation as well or just have the carrier gives buffs to it's SC which in turn give the buff back to the Dunov via lastSpawner?
And if you don't mind my asking, could you PM me a diagram of it and was it for Rebellion or earlier?
Great Questions and explanations here Volt and Psychoak. Thanks for adding them to the thread.
That's how it always starts...as a hobby. It rapidly becomes madness.
Welcome to our mad, mad world.
just get the reference sets for sins,entrenchment & diplomacy from here, OR you could convert a COPY of your game files using my text bin gui in my utility pack.
the latest ones are at the bottom of the OP.
harpo
sorry, i'll rephrase question
how do i update original sins entity files to fit into diplomacy?
You have to add the new lines that were introduced in entrenchment and diplomacy and give them appropriate values. For example, Diplomacy added the "allegianceDecreasePerRoundtrip" to frigate entity files, and the appropriate value will be 0 for anything from a pre-diplomacy mod. Others may not be as obvious and you'll need to find a file from diplomacy that kind of acts like the one you're updating for reference.
ok
thanks
Just have the carrier give buffs. I've done quite a bit of strange stuff off carriers, including turning strike craft into homing missiles, but it's all off the carrier. Strike craft can't use abilities directly, they break.
A Diagram of AbilityIsolyticBurst, or something else?
I've thought about using SC as torpedoes before but never bothered to actually do it.
And a diagram of Isolytic Burst, yes, if it's not too much trouble.
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