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
Ok i found it. In my PlayerEmpire.entity the randomCapitalShipNamePrefix "IDS_CAPITALSHIPNAME_EMP" couldn't find references in my string, i forgot to add them from requiem mod. I understand for RandomStream, but for range > 0 and MaxV >= MinV it is a bit obscure ....
Ah, thanks ZombieRus. I had no idea that file even existed...
Ok--I'll start general here in case there's an obvious answer I just don't know about.
I took the black hole damage ability from DS and modified it to try on a fighter as an experiment. It has three entities, the ability and two buffs.
No minidump, no dev errors, no crashes--but also, no effects.
Fighters have some particular things they are limited to--no single target abilities, etc. but usually the dev run will show you the problem issue or prompt you something is out of whack.
Any off-the-cuff comments on this? Here's the ability file (it's short). I pointed to the name strings and all for nano disassembler so as to not to have to create new desc's for the moment.
Here are all three files: http://pastebin.com/32PwZqEj
No visible errors, I must be getting better.
Sinperium, fighters cannot use ApplyBuffToSelf remember, which that ability relies on. Doing so creates the exact problem you describe, no errors, but no effects either.
The reason for this is simply because with fighters, you don't give abilities to the individual craft. Instead, you have to give it to the squad, which has no physical presence in the game. Thus when a squad attempts to give a buff to itself, there is nothing for the buff to interact with, and what you really want to give the buff too. It would be nice if the Devs programmed an exception so that if a squad gets a buff applied to it, the individual fighters get the buff as well, but oh well.
That said, AoE abilities do work just fine on squads (I guess they do have a theoretical location in the game), so you maybe able to reconstruct the ability based on that instead of ApplyBuffToSelf.
Yeah--I was aware of that and had originally changed it. I had other problems then so I switched back and was surprised it didn't prompt me--usually I get a dev error "strike craft can't apply buff to self"--this time I didn't.
I have things like flak burst that work flawlessly on fighters (though I am not using it). I ran pasted over some of the abilities from DS and SoE and ironically get errors on them running them exactly as given--but I haven't tried running the actual mods they are from in Dev mode to see if it's an issue. Some errors are tolerable to the game but I really want a working solution not a workaround that the game can "tolerate".
I have two classes that I'd like to put specific abilities on the Heavy Bombers and the Support craft. The heavy bombers will have planet/infrastructure interfering capabilities and the support craft abilities that effect fleet combat.
I'll put up a wish list (there are only six abilities I need for this unless I go bonkers). I am very slowly learning some of the nuances but some mods have things in the buff that are in abilities on another mod and vice versa--hard for me to know what the rationale is sometimes.
Thanks for the input--always helpful.
Hi guys can sombody tell me how can i make a "randommilitia" unit immune for a player used ability.
Or make the ability to dont work on this units.
I dont want those units to be captured by the bording party ability.
"randommilitia"---- i mean those unit whats guarding the uncolonised plantes.
Thx
Easiest way would be to make the unit a capitalship, structure or starbase as by default only the Advent have an ability that can capture units, and it is limited to frigates. Starbase would be ideal as random militia do not leave their gravity wells anyway.
This is abaout a mod. Is there a chance to make an exception to the ability to using against to random militia frigates?
Nope. Only other way would be to make the ship have an ability that disables all other abilities in the gravity well.
Yes i thought for this as well! Thx for the info! I make them for Capship!
This sounds like a random number generator issue.
Can't remember the exact error I got but while importing Celestial Bodies in my mod I had those math errors and it turned out to be the asteroids at a planet. The max asteroids was set at 3 or something and below that there was metal at 5 and crystal at 3. The metal at 5 is greater than the total max 3 which also caused different amounts of errors due to the random number generated.
Again not sure.
I found the problem, you missed my post above :
It was only missing strings for capitalship names for playerEmpire, i forgot to copy/paste them from requiem original string to my mod string. The error messages are sometimes a bit betrayer
Hehe, ya Ima dumbass. I was on page 6 thinking it was the last page for some strange reason.
Ok...here is an example of errors with the fighter abilities in my fighter mod WIP that don't crash the game and still allow my effect to work--but I would like to eliminate the errors if that's possible.
I have other abilities I have created and from other mods that "work" but also generate similar errors. Is there a fix or reason to not be concerned? All errors-occur when in targets enter the range of effect.
Here is the pastebin of the ability and buff and following below are the errors for those.
http://pastebin.com/M02UxBrR
-----------------------------------------------------------------------------------------------Assert @ C:\Projects\P4\SinsDiplomacy\Release\CodeSource\GS/Entity/Interfaces/IBuff.cpp(5072)_firstSpawner == NULL || CanEntityBeAttached(_firstSpawner)-----------------------------------------------------------------------------------------------Assert @ C:\Projects\P4\SinsDiplomacy\Release\CodeSource\GS/Entity/Interfaces/IBuff.cpp(5073)_lastSpawner == NULL || CanEntityBeAttached(_lastSpawner)------------------------------------------------------------------------------------------------Assert @ C:\Projects\P4\SinsDiplomacy\Release\CodeSource\GS/Entity/Interfaces/IDamage.cpp(1274)pDamageDealer == NULL || CanEntityBeDamageDealer(pDamageDealer)
------------------------------------------------------------------------------------------------
Can i make a ability disable aura what only disable chaneling abilities?
Make it an interrupt, not a disable.
numEntityBoolModifiers 1entityBoolModifier "InterruptAbilities"
Is this?
No/yes?
I seem to remember something about disable abilities that said "isInterrupt" look at the Radiance's detonate antimatter ability.
I know the immediate answer will be "no" but for those of you with deep modding understanding...is there any possibility of creating an ability that will scale planetary orbital and ship production costs relative to it's current culture level?
Meaning: if a planet has low morale, can a buff make the costs of construction increase proportionately there?
I know we have vanilla buffs that affect production and others that allow us to view planets within influence of culture so I wonder if it can be done.
I love the idea of ships becoming more costly as enemy culture bears down and think it would be a great feature.
It's possible to slowly ramp up construction time and cost, but as for linking that to allegiance,
I draw a blank.
No. We don't really have any way to "get" a specific data number from an entity, and we certainty don't have any way to use logic to change a buff even if we did. Basically we would need access to some sort of scripting to do this, which is completely lacking.
Thanks Goa for the answer--sounds about right to me too. More a hard coding feature than an entity use. Darn.
I think it would be a great feature to add for Rebellion.
Hi guys!
Pls sommebody explain to me what is that mean the shieldMitigation. And what the diference between maxMitigation 0.000000 and maxMitigation 65.000000???
Shield mitigation is a mechanic in Sins that reduces the damage received.
Shield mitigation starts at 15% and goes up to 65% when receiving damage (or higher depending on research and capital ship level).
Here are the lines in the Player[Race].entity file that controls the base mitigation and modifiers.
shieldData shieldAbsorbGrowthPerDamage 0.001000 shieldAbsorbDecayRate 0.012500 shieldAbsorbBaseMin 0.150000
A maxMitigation of 0 would not reduce any damage after shields are down.
This thread explains quite a bit about how damage calculations occur and how mitigation effects it...
https://forums.sinsofasolarempire.com/383347
Thx for every information, that is verry help full!
There are many great features available to you once you register, including:
Sign in or Create Account