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.
Thanks in advance for your help and cooperation. The reason for the rigid rules here is those this thread becomes a usable resource in the future to new people looking for answers.
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
If layers are confusing you, you need to watch some basic gimp tutorials. People are going to assume you have a degree of familiarity with the features of an advanced image editor. And you'll be glad you took the time to do it later on. I doubt there is anything specifically for Sins that basic.
Check the modeling texture links up on top--one of them discusses layers and alpha channels. Understanding layers is an essential that will carry over and help you in any graphics or modeling program.
Going to poke again about some error the dev exe likes to throw. Was wondering if anyone has any insight as to it's possible sources, as when I get this error, the game minidumps immediately afterward, which is extremely disturbing.
Assert @ C:\Projects\P4\SinsRebellion\Release\CodeSource\Engine/DataStructures/DynamicVector.h(172)i >= 0
For whatever reason in Rebellion the most common cause of that error now seems to be referencing an entity file you didn't put in the entity.manifest. Which is weird since it didn't give that error in Diplomacy, but anyways first thing to do is to double check you aren't missing a file.
or have a mis-typeing of a file name (ye olde typo-graphic-al err-or)
harpo
Oh dear. That sounds most disturbing. Odds are I cut something out from the base game (specifically of the Vasari) that I likely should not have done.
I managed to figure it all out eventually, using the information you provided and one very basic tutorial, it was ALOT easier than I thought it was and I now have successfully created two types of Ocean Planet in my private mod, with thicker cloud layers and correct icons to boot. I am trying to add a second type of dwarf planet/moon (<- use to be called moon), but the texture doesn't seem to want to wrap around the entire globe, I have dark patches and when I almost get it around the globe, the top and bottom seem semi transparent, any advice on this problem?
ok I have a problem when I start sins it dumps and gives me this
Entity Ref not found: RESEARCHSUBJECT_ABILITYACCESS_DARKFLEET
but I havent gone near it. I checked it and it seems to be fine.
I have no idea whats wrong
Entity Ref not found: = Not in entity.manifest
no it is there i checked
and its spelled right
does the manifest INCLUDE the extension on EACH of the added files?
if not then ADD the file extension to the manifest.
Solved, the Planet Entity had Asteroid True, I set it to False and ta da, no more lines/see through glazed looks yay managed to get our Moon and several other Planets in my mod ha ha! :')
I dont know what it was I had to reinstall sins but it works now so it wasnt my mods.
it must have been something that happend to the game itself
but thanks for the help
ok I have another question what does this mean
Assert @ C:\Projects\P4\SinsRebellion\Release\CodeSource\GS/Player/PlayerOrbitBodyInfo.cpp(187)
squad != 0
i tried doing a search for it and got nothing.
solved it. entity count was not right so it didnt find the last entity file.
it was a starbase so it must have been something to do with that
A question about Multiple titans
I know its possible to add multiple titans (at the same time) using Returning armada ability to spawn one.
Eg. goafan77's:
buffInstantActionType "SpawnShipsAtPlanet"instantActionTriggerType "AlwaysPerform"spawnShipsLevelCount 1spawnShips minFleetPoints 150.000000 maxFleetPoints 151.000000 requiredShipCount 1 requiredShip type "TITAN_TECHREBEL" minCount 1 maxCount 1 randomShipCount 0spawnShipsArrivalDelayTime 5.000000spawnShipsHyperspaceSpawnType "FleetBeacon"
But does this prevent you from then building a stock titan the "normal way" because you already have a titan active, or if you build the "normal titan" and it dies does this prevent you rebuilding it.
And is it possible to Limit the Returning armada titan to just 1 active at a time? Perhaps making an ability that can't be used while a ship is alive
Is returning armada the only way to get more than 1 titan... there really should be a 'NumActiveTitansConstant = 1'
On the same note, is there any way to make 'maxNumberOfCannonsPerPlayer 4' work on another structure, or to somhow limit a structure to only 1 per well?
GoaFan77 posted
"That said, I've come up with a separate technique that could all you to limit them to an arbitrary number, but I want to use them it in my mods first before I give all of my secrets away."
GIVE UP YOUR SECRETS!!
this is the link for anyone looking
https://forums.sinsofasolarempire.com/421212/page/1/#replies
Yes and no. Building a titan the normal way does not prevent you from spawning additional ones via ability. But as long as you own one titan, no matter how you got it, you cannot build another one the normal way.
Yes its possible.
No, it only works on super weapon type modules. The only way to limit a structure to one is to change this constant, make it cost half + 1 the maximum possible tactical/logistical slots (including planet bonuses and the Advent +10 tech), or to spawn it at the very beginning of the game with templates and make it captureable.
Well, slight change of plans. I was planning on using this as the mechanic behind my "hero units", however I found capitalships were actually easier for this purpose. That said, I have provided examples of a fully functional system for spawning up to an arbitrary number of titans to a few other modders who have assisted me, and I may add an optional add on for my mod that uses it to satisfy people complaining about titans keeping their levels.
Sort of a piece of cake. You can do it multiple ways, not sure what GoaFan77 is doing specifically.
To limit it, the first thing you need is for the spawning entity to be unique. It can't be off the Titan factory for instance, you can build as many of those as you have room for. The easiest way is to spawn a unique building for each faction at their homeworld on game start, something invincible, incapturable, and otherwise irrelevant.
From here, you have multiple options for making it unique, the most foolproof one I can think of off the top of my head is doing the buff file in two stages. The first applies to the spawner, and disables abilities, this prevents casting further titan summons. Of course, the buff also summons the Titan, and applies a post spawn buff, it should finish on OwnerChanged. The buff on the titan needs to send another buff back to last spawner using OnBuffFinish for the trigger, and finish on OwnerChanged. The buff you send back should be a simple RemoveBuffOfType, negating the original application and freeing the building to construct again.
Without multiple abilities or spawners, specific counts get more difficult. I'm too lazy to try and figure out a solution for this right now, so you'll either have to wait for him or someone less lazy and or smarter than me.
Your other two questions are Yes and No, in that order. I agree with the wish for a constant.
Edit: I type too slow...
all i wanna do is simply edit the in-game windows to make'em fit into a 1024x600 resolution screen, the actual thread don't work on rebellion so i'll do it myself, what can i use to edit those windows?
Notepad and any image editor that can edit both .tga and .dds files is all thats required for UI work in Sins. I use paint.net, lots of others like gimp as the main highly functional image editors (you may need a plugin for .dds with gimp).
Notepad will be needed to edit .window files in the Window folder, as these files tell the game where to place the textures you'll be downsizing in the image editor.
Stupid Question
whats AbilityMissilePhaseBoost and BuffMissilePhaseBoost used by?
8000 range, intrinsic, 4 level, aura that increases Phase missile bypass by 10-20-30-30%
ID "IDS_ABILITY_MISSILEPHASEBOOST_NAME" Value "Amplify Missile Phasing" ID "IDS_ABILITY_MISSILEPHASEBOOST_DESCRIPTION" Value "Increases the likelihood of the phase missiles being able to phase through enemy shields."
Amplify Missile Phasing ... I can't find a single ship in the game that uses this???
yet the file was updated for rebellion?
Driving me nuts!
Okay i did as you told and i see these, everywhere:
"area [506, 144, 199 , 56]"
what are those 4 coordinates? in a normal screen it should use only two
does those 2 extra values "199, 56" mean the space the button uses on screen?
FYI--use Notepad++ for text editing so you can use the line count from the dev exe debug logs to find your errors in the game files.
Congratz on your 1000th post.
because this thread has been a light in the dark, and has assisted modders everywhere
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