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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
Oh boy, from the textures they looked the same. I guess as long as I can get one working the rest should follow. Thanks.
These should do the trick. They're in .obj though as you know that still retains the UV data and such. Admittedly I nabbed them off of Diplomacy, but the meshes haven't changed iirc.
I had an idea to remove ultimate abilities on capital ships in favor of passive aura buffs based on ship roletypes. They work great, and the AI seems to have no issue using it. To them, seems no different than any other limited area buff. Works well with the game.Anyway, I noticed this weird error in the debug file: Slot ACTION_PLANET_OPENPLANETMODULEMANAGEMENT_ORBIT0 can't be setup over ACTION_CAPITALSHIP_ABILITY_1.Slot ActionPlanetOpenUpgradeManagement can't be setup over ACTION_CAPITALSHIP_ABILITY_0.I've seen this error pop up before in different mods. I've never actually encountered it in my own development. I tracked it down to one of the ships that had a planet buffing aura. Each aura has two bonuses associated with it. I've confirmed that all the bonuses work with all relevant assets, and the aura limits function as intended. A bonus associated with ship build rate seemed to be causing the issue. I swapped it out with a tax rate increase, and it went away. This never affected gameplay or mod stability.Anybody know what actually causes this error to normally be reported? Is it related to AI functionality?
It's the ability button itself, it's overlapping another function.
Lots of entity types have restricted access to their ability slots. Two buttons can't occupy the same space. They work, but the game still errors even when it's a passive.
I'm getting too ambitious now that I'm getting the hang of Sins modding.
I want to create an ability that destroys a phase stabilizer structure when the phase stabilizer is used (will change to a non-passive ability), and this ability is a galactic/solar system-wide threat (even to your own network), basically the ability is given to a phase inhibitor.
So far I'm thinking a passive self-destruct ability on the phase stabilizer, somehow fired off whenever the other ability (phase stabilizer normal, which would be changed to an active ability) and the passive ability on the Inhibitor are triggered. If that is possible I will need some help figuring out how to actually set it up to trigger the thing.
It's easy to make stuff die after an ability is used. Just use MakeDead with an OnBuffFinish trigger.
I know that, except OnBuffFinish is after the ability not before. I'm using OnAbilityUsed atm actually. The problem is having the Inhibitor target the Phase Stabilizers, and Phase Stabilizers alone, and targeting Phase Stabilizers in other gravity wells.
I've solved #1 and #2 since posting, by just having an ability on the inhibitor without any abilities on the phase. How about #3 though?
First of all, there is no constraint that will get you to only target a phase stabalizer. That means this will only be useable by human players, the AI won't be smart enough to figure out how to use them.
If that is no issue, when the player applies a buff to a structure, use onCondition IfOwnerHasBuff to check if the phase stabalizer buff is active (this may go on the planet, in this case you'll need to create a passive on the phase stabalizer that allies an empty buff to itself). If so, then you can apply your intended buff.
I know that, but I got around it by changing the normal phase stabilizer ability to become active, and apply the "CanBeCaptured" bool modifier while the node is "open." With additional constraints as shield and antimatter, the node is the only thing being targeted. Furthermore I can have this on SBs now too. And if capturing the node turns out to be a serious problem, I can change to time to just a few seconds of CanBeCaptured.
So right now, the Inhibitor targets planet modules and Starbases with antimatter, shields, and "can be captured" in a passive AoE ability.
Didn't follow that at all. Starting with on Condition IfOwnerHasBuff. If that's what I think it is, I can't use it as I have Trinity.
Well to be honest I'm not exactly following what you are trying to do either then. But yes, conditional buffs are not possible in trinity. But if your constraints work they should only be targetting phase gates right?
As for targetting structures in other gravity wells, you could try a range of -1. I know that will let you target other planets at least, from there you can do an ApplyBuffToTargetsAtOrbitBody. However, I must warn you, such a range on a periodic action, especially if they need to bounce off the planets, could use a good amount of system resources for an ability file. I would question if whatever you are trying to do is really important enough to be worth that effort.
Range doesn't work, already tried it, at least as originating from the inhibitor with a "apply buff to targets in radius." This is what needs changing, not sure what to.
Constraints are indeed now targeting gates -- that is not my problem, my problem is getting it to apply to other gates in other gravity wells.
You might check out VoltCruelerz's "Deliverance Engine" mod as it does target only culture centers. So something like this can be done.
Volt I believe has a passive ability on everything...in that manner, each entity is "labeled"...I believe that is how he does it....
That's easy. I've just done that, can target phase nodes to blow up with AoE damage. Now the problem is that is an active ability, and applies to only one target at a time. That's not too bad, as changes to cooldown and AM could make it basically system-wide, except the problem is I want it to target your own nodes, which as an active ability the player would never do.
That was for Rebellion, he used conditions like I recommended, which are not available in Diplomacy.
I only used it for "ApplyBuffToTarget", but that let me use things on other planets if the range was large enough.
Hence the only possible way of setting that up would be a passive periodic set to infinite range. Which will not be pretty.
What all would that involve?
Passive buff to self, apply buff to targets in radius on an infinite periodic action, set range to -1. Try it with planets first, if that works then try planet modules.
Nope doesn't work, except for the planet in the same gravity well. Didn't think it would since ships can travel all the like with sublight and never actually get to another world.
What you're trying to do is impossible.
The only way to blanket apply a buff to every world on the map from a single structure is through an active, using pickRandomPlanetToExploreForAutoCastTarget to get the selection working.
Rebellion should be able to do it though, ApplyBuffToTargetsAtAdjacentOrbitBodies. All it would have to do is apply itself, and prioritize old. It would then propogate from one planet to the next.
You can't pull this trick with ApplyBuffToTargetNoRange because it just tries to apply to the same original target.
Phooey. It really was too ambitious!
Now for an easy question; rotating structures...there is none, rotate towards/away from orbit body...and a constant rotate true/false option, but it always rotates along the axis from planet to structure. Any way to change the axis to vertical? Like a Top, or like rotate towards/away from orbit body but without stopping. I strongly doubt it but you never know till you ask.
Edit: At least something good came of that Inhibitor target node mess. Now I can have factions use each others (enemies optional as well) nodes.
I'm straining myself trying to work in some Rebellion modding in my spare time (cue: "hysterical laughter").
Anyone have any idea if the Advent's Resurrection ability can be made usable on a titan?
Lol...why?? Titans retain level on their own...
Not if you spawn them with abilities. Sinperium, all you can do is try it, if it doesn't work its hard coded.
Not sure, but I was curious. Let us know if it works for you.
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