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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
okay so for example for me it would be something like
NumStrings 7957StringInfoID "IDS_Ability_4MS_DisruptRangefinders_NAME"Value "Damage Rangefinders"
right? aslo is there a thread or guide somewhere that explains it more for rebellion. like for research and stuff
also side note what do this mean?
"
Invalid Mesh Point Data String Found by IWeapon (Weapon Index Out of Bounds)
Mesh = C:\Users\Jordon\Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.1 Dev\4000sins\Mesh\Frigate_TechLongRange.meshMeshPointString = 'Weapon-1'Parsed Weapon Index = 1Max Weapon Index = 0"
Aye, but your NumStrings line will have the number for your mod. And if you were to add that string (A string section is everything in bold), you would have to increase it by one. Or in other words, the NumStrings must equal the number of "StringInfo" lines.
Strings are pretty much the same for all versions of Sins and for all objects. The ID name doesn't have to have ability or research etc. in it at all, it is just good to do so you know exactly what the string refers to. If you can't tell what file is supposed to use the string by looking at the ID that is not a good string ID.
The only thing to be careful of is that some strings used for generating the infocards will cause dumps if they are not present, but don't touch them and you should be fine. Also I believe the string character limit is 255.
I think you have a ship entity that has more weapon hardpoints in its mesh than its entity file had defined.
okay so if i delete strings then it must adjust the number otherwise it defaults to the sin string?
and for the hardpoints that wont cause it to crash correct?
third this how do i make it so i only have one race in instead of all of them and how do i get rid of the Rebel loyalist thing?
sorry for the spam
thanks for all the help it means alot its hard doing a mod by yourself haha
The weapon error is you probably don't have a weapon point P001-Weapon-0, which is the 1st one in the entity, Weapon-1 is the 2nd weapon listed in the entity.
okay thanks
New question for the modelers. I just rotated my entire scene by the y axis, however this seems to mean by weapon point rotation values no longer match up to the nice 0/90/180/270 weapon alignments. Will the convertxsi be smart enough to figure out which direction the weapons are supposed to fire, or how do I set the new rotation positions to be the default (freezing anything seems to throw off at least my mesh points, so that doesn't seem to work).
I've been doing it that way more or less for years.
Or more commonly if you add a new string (which you should be doing). The game only knows what is in your mods string file, if you need the default strings keep them there, if you don't you can delete some of them if you want, but I'd leave them all just to be safe.
for the models it should
and trying to make just one race to show up and get rid of the loyal rebel crap how do i do this?
Goa, are you using FREEZE and not FREEZE M. Freeze M just freezes the mesh or model where Freeze does the entire scene and the mesh.When I scale models I ctrl select all the nulls, and the mesh and check COG (center of gravity), scale mesh, select just the mesh, freeze all transforms, select all the nulls, freeze scaling. Not sure if that helps with your rotate issue.
hmmmmm k
I want BOTH faction titans
so Added an ability "returning armada" to the titan foundry to summon the factions other titan (loyalist/rebel) then I gave it a huge cool down.
problem is... I know how to cheat my own mod, scuttle foundry, rebuild... 3rd titan... 4th titan... or even.. build a 2nd/3rd titan foundry in orbit.
how can I limit my summoned titan to 2 active at any one time?
I can put an ability on the titan foundry that MAKEDEAD the titan if a second one is spawned but.... meeeh this kills the stock titan!
give each home world another custom structure that you get at game start and is invulnerable.
Do you want them to be both optional to build, or possible to control both titans at once?
If the former, its pretty easy. You can add the other faction's titan to the player.entity file and the player will be able to choose which titan to build, but you can still only control one at a time. Then you just have to change the titan research prerequisites to be the same.
If you want to control both titans at the same time, your problem really isn't getting both titan factions but the problem getting around the 1 titan per player limit. And unless you want an unlimited number of titans, that answer will require having a custom structure at the start of the game that is not normally buildable as Myfist says.
Assert @ C:\Projects\P4\SinsRebellion\main\CodeSource\GS/AI/BuildResearchAI.cpp(917)
ability->GetIAbilityPtr()->GetDef()->m_buffApplyAction.buffInstantActionType == BuffInstantActionType::CreateSpaceMine
This error is killing me....it is coming up in multiple mods that worked absolutely fine, had no errors what so ever...suddenly today it is coming up at startup, causing a skippable error for one mod and an MD for another...the mods were fine, no errors at startup, then suddenly this error comes up as I tried launching them later today....did some update occur that I don't know about?
EDIT: This error has also come up while switching from a mod to VANILLA sins...it often comes up several times right in a row, but necessarily the same number of times, anywhere from 1 to ~11...the number of times it comes up does not seem to be related to whether an MD occurs or not...
The only time I see that one in SOA2 is when I load the mod in game, instead of at startup.
Well now that you mention it, I have only seen it while switching mods in-game....
Extremely annoying though...hit a new record of 13 times where I saw the error message....
Trying to tackle this error again:
Assert @ C:\Projects\P4\SinsRebellion\Release\CodeSource\GS/Player/PlayerOrbitBodyInfo.cpp(187)
squad != 0
I've searched it to death, multiple people have reported getting it but no one has seemed to figure out what it actually means...psychoak mentioned he knew what it was at some point but forgot IIRC.....
Do you have custom NPC?I got it when custom NPC had hangars but no squads attached. Check everyones hangars. Actually, they may have had squads but the NPC was using TEC squads, they seemed to work but just spit the error.
I get this just switching to base game or reference files. I think the expansions did not add a lot of the added stuff to the developer.exe for checking. Its like walling in your electrical box after construction and not giving anyone the ability to inspect it. Half assed work .
It only affects Advent (ie only when an Advent AI is involved), and all entities that originally had SC still have SC...
just wondering, is it possible to make a new set of diplomacy pacts for a new race or do we have to use existing pacts?
The number of pacts are hardcoded, you can change what they do but you can't add new ones without replacing existing ones.
Darn, thats a real shame. Wish they didn't hardcode them.... Oh well, I'm going to have to stick with three sets then I guess... at least we can change what they do...
isAsteroid FALSE
What does this Boolean do in each planet entity file?
Asteroids and Volcanics use different shaders than the other planets. Setting those Booleans to true will cause them to be rendered as such.
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