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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
ok how do I go about doing that please. I am still learning so please dummy proof it for me please.
second thought their wouldn't be a way to keep the AI from spamming them though even if I limit me to spawning a second ship. I guess the best I could hope for is picking witch titan I feel is better for the situation in game at the time. still a very powerful abvantage especially after i am done with merging all the rebel tech trees with the loyalist tech trees. though would still be good info to know.
As Lavo said, the only way around the limit is to spawn them via ability, exactly like returning armada in fact. Get the reference files and look at the "AbilityDarkCombatFleet" or whatever. However, this is different from building titans in two ways. First, you can build unlimited numbers of them. Second, they will not keep their levels on death like when you rebuild a titan, each titan will always start at level 1.
AI spamming could be an issue depending on how you set it up. As it would be now, if the AI has the resources to use the ability, it automatically will. This could mean you'd never see the AI save up for one, or if your AI is rich it would build a ton of them. You can get fancy with ability work to limit it to an arbitrary number, but I wouldn't recommend that for a novice.
GoaFan.... this... is an EPIC moment for me.... all the 1000s of times you casually fixed my issues.....
you get this error because your TITAN_PHASELOYALIST_COSMETIC.entity still has numweapons 4 and the Dev checks this vs the Mesh file.
Update all your _COSMETIC.entity to numweapons 5 and this error will vanish.
What tech/pact allows allies to share phase gate routes?
RESEARCHSUBJECT_SHARED_NETWORK
Vasari Loyalist
block 0 pos [ 4 , 3 ]ResearchField "Diplomacy"
researchModifier modifierType "AllowAlliesToUsePhaseGates"
Oh duh. Yes, that would do it.
researchBoolModifiers 1researchModifier modifierType "AllowAlliesToUsePhaseGates"
I'm trying to convert a mesh file to a text format so that i can edit it, for rebellion. i've tried using harpos tool doesn't seem to work.
Use the ConvertData_Rebellion.exe included in the base game folder.
Small question though it may be big, is there a converter tool to convert .png files to .dds format. I looked all throughout the forums and found nothing of help. Maybe I am blind.
Any image editor that can save in .dds can do that. Just open it up and hit save as, select .dds. Note some editors like GIMP seem to need a plugin.
hey zombie i tried using the ConvertData_Rebellion.exe doesnt work for me not sure why. I guess i should clarify im trying to add a few ship meshes form one of your mods (hypercorp race) actually to the base rebellion game. it loads up but when i go to start a new game in minidumps.
ah, in that case you need to convert them with the ConvertData_Diplomacy.exe.
Binary mesh files in the Trinity format do cause mini-dumps in Rebellion as you've observed. Text versions from Trinity work fine however.
Goa is becoming the uber hero of Sins modding.
thk that worked was going crazy trying to figure it out.
I attempted using abilities to spawn 1 titan instead it is spawning 10 titans any help would be nice on how to fix this
Is it a passive ability or active? Are you making any uses of periodic actions?
Without more information, my guess is an issue with your finish conditions (which perhaps are not terminating a buff)...
i am merging all the rebel factions with the loyalist factions as a work around to the cap on titans i wrote an ability based on dark fleet for all the loyalist factions only thing i changed in the ability from dark fleet is the ships called the name of the ability and the tech needed to unlock the ability the ability i based it on is called " AbilityDarkCapitalShip "
Make sure you set the fleet supply in the ability to be the exact amount required by the titan.
that might explain it i will try that thank you
I have a question about ship names. I'm in the process of adding a race, but I can't figure out what points to the StringInfo line to pick ship names.
What file has contains the command line that points to the "StringInfo ID "IDS_CAPITALSHIPNAME_NAME01" in the English.str file?
Player.entity file of that race.
randomCapitalShipNamePrefix "IDS_CAPITALSHIPNAME_ALL"
Then I guess it just loads from everything that starts with that substring.
Are there any blatant issues or roadblocks with turning a Titan into a Capital Ship? Would I still be able to have it use the titan armor, weapons, etc? What issues will I run into with the abilities? Could some of those be set as Tech Tree research items? My goal is to be able to build more than one, but switching the Capital Ship Factory model to that of the Titan Foundry.
Just trying to get a feel for a future project for once the snow flies and free time opens up.
Yes.
You'll have to convert all of them to be "Intrinsic" rather than being set up as titan upgrades. And of course there are no extra passive upgrades and you only get 1 point per level.
The biggest thing will be the target filter, you cannot change that. But you want them to be glorified capitalships anyways. A shame but more power to you.
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