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
You had hope?
Stupid question, but how do you disable Rebellion's fancy faction selection screen?
Also, what are the minimum diplomacy techs required so the AI doesn't die? Besides envoy access of course.
I think its in the PlayerSetup.window file. Last line.
useRaceSelectDialog TRUE
Thanks!
thanks! downloaded and karma given
Does anyone know what I need to do to make older maps compatible with the final release of Rebellion?
I didn't have any problem using my maps during the Betas, but now when I go to the Galaxy Forge-made maps selection menu, the game instantly crashes. I don't know if the problem is with the game itself or with something in the maps.
Is there any way to turn off the intro movie so that when the game loads it goes directly to the main menu?
I think Harpo just updated his map converter. You could try that.
At the very least you could replace the video with a empty video file. Did they remove the show opening cinematic options from the options? The option might still be in the RebellionUser.settings file even if its not.
sorry goafan & dirtysanchezz, but I am working on a update for the map updater for rebellion 1.02, as ic/sd seem to have removed the mapversion3 compatability from rebellion(and even worse left the map loading no matter what version it is), and there is one issue at present not solved in the mapupdater rebel version to do with maps with wormholes getting an extra line that will cause a ctd, and the map format in rebellion is even touchier than sins/trinity was.
harpo
You da man, Harpo!
In the meantime, the Devs still haven't enabled auto-download for custom maps.
you can get those files from Axledude's Modular Mod CORE v0.91b http://axeldude3.wordpress.com/downloads/
copy the Movie file out and put it in your desired mod. + the stuff in that mods is WELL worth keeping. the only Mesh files I couldn't get to work in Reb v1.0, was the Orbital extractors. but i haven't tested the gameinfo files
Unfortunately the devs decided to kill support for map version 3. Other than the wormhole bit, which I'm unfamiliar with personally, it forces people to define the moveAreaRadius and hyperspaceExitRadius for each planet/star in a premade map, and the star(s) in a random map. There is no way to allow for the game to load these values from the planet/star's entity file if one so desires. An extremely disappointing step backwards by IC/SD imo.
^Agreed on that. I like the idea of the option being there but not the unfortunate byproduct you have pointed out.
I asked to IC/SD to put in a wildcard/option to leave the two blank to allow loading from the entities themselves, or to flat out put back map version 3 support. Hopefully they do one of the two; though personally I'd prefer seeing the former.
I also would prefer the mapversion 3 loading, but am trying to update my map updater to convert mapversion 3 to mapversion 4, but have one last irritating bug to fix before getting to beta state.
So I'm getting some odd error messages as soon as I load up a new game, was wondering if anyone has an idea what they are/what to look for (other than having to do with some .brushes files), as I'm clueless and feel like an idiot. Also get a ton of the third one, for whatever reason.
Edit: Figured out that all of these are appearing due to the modified LoadScreen.brushes file and fixed them.
Got this error when testing a model in Rebellion. The model does have all it's textures present; so I'm somewhat confused by this.
...So this is basically the engine going on about a duration conflict right?
Greetings all,
I noticed that loading the whole game folder as a mod takes quite a while. I only use a handful of files in my mods at any given time. However, the mods don;t work if I only include those files. I assume this is due to an invalid checksum. So, I'd like to know which file is responsible for the checksum or if something else may be causing the issue if I'm wrong.
First of all, what version of Sins are you modding? Including all the game files is needed only for Vanilla Sins, with any of the expansions you just need the files you changed. There is no such thing as an "invalid" checksum, the checksum is used just to make sure two different computers have the same changes made, so its basically used to double check instillation and for multiplayer.
I don't know why having all the files in there would help, the only thing I can think of is you removed a changed/added file on accident. Or you simply did something wrong. Turn on error logging in your settings file or use the developer.exe and see if you get anything.
I'm attempting to mod Rebellion. The mod works when I have the entire .txt reference 1.02 folder in the mod folder. However, taking only the files I modded and putting them in their own mod folder breaks it. It just doesn't load the mod.
If you made new entity files, have you made an updated version of entity.manifest to include these files?
@DirtySanchez...
Lavo gave a workaround here if you are interested and he includes the two maps for contrast.
Hello everyone.
I have a question regarding modding Capital ships and Titans:
Can you edit the number of ability points they receive at level up in any way? Or the number of ability points they start out with. Like make the Titan earn only 1 skill point on level up instead of 2. Or have him gain 1 skill point for the first 5 levels and then 2 for the last 4.
I've been looking all over this forum for an answer to this, but I haven't been able to find anything. So it might just be that it's one of the hardcoded features. I just want a confirmation on that.
Nope, thats hardcoded. If you want to make the Caps seem to level up more slowly, you might want to reduce the passive stat gains per level, or make each upgrade count for less. Likewise, if you want to make a high level cap much more dangerous than an early one, just make each level increase its effect greater than linearly.
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