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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
I need to apply a buff to the colonizer ship when it colonizes something. I'm thinking of putting a post colonize buff on the planet then having that apply the buff I want to the first spawner.
I do something similar to spawn turrets in the BSG mod.
Still haven't found it, do you know where the line is that corresponds to the Planet Elevators spawning, I remember I stumbled upon it quite easily in Trinity, but in Rebellion I can't seem to find it at all ...
Someone said for every 20 population, a Planet Elevator Spawns, I would prefer for every 100 in my mod.
If you check the previous page someone said it was in each race.entity file.
Looked, but it isn't as far as I can see, they list the specific buildings which need to spawn, but no mention of how much population needed to spawn one
The ONLY moddable data regarding planet elevators I'm aware of was provided by Lavo. I have never seen anything that indicates you can mod how much pop is needed to spawn a elevator.
It was in trinity, I wonder if it is now hard coded or if the line has been moved to some obscure file somewhere? I am tempted to re-load trinity to see if I can find it there and then compare, do you think this would be a good idea?
You don't need to reload trinity. Just download the latest reference files for trinity and compare from there.
Did you mod it in Trinity? or you just know it was moddable because someone else said so?
the only section that I can find in BOTH dip & rebel playerRACE.entity files that relate to the elevators at a planet are the mesh definitions and have searched the entire sets of refs and the only other files that get hits for 'Elevator' are the convertdata's, so might be a hardcode(drat)
harpo
1st, you will never get that exact sound you posted in that green screen flyby, Sins does not support the "Doppler Effect". The sound will be a constant used in a loop.
Look for the fighter entity you want to edit
FighterTechCombat.entity
meshName "SupportShip_TechFighter"
will be the model attached stored in your mods Mesh folder
engineSoundID "ENGINE_TECHSUPPORTSHIP"
will be the engine loop connected to GameInfo\SoundEffects.sounddata
effect name "ENGINE_TECHSUPPORTSHIP" fileName "Engine_TechSupportShip.ogg" < -- Stored in sound folder type "Effect" is3D TRUE priority 1 threshold 2000.000000 minAttenuationDist 60.000000 maxNumPlayingSimultaneously 4 isLooping TRUE isResident TRUE minRespawnTime 0.1 fadeInTime 0.4 fadeOutTime 0.4 alternateGroup ""
oh thanks! it's better than nothing at all I guess!
can I add a few alternates/variations for that?
Hi there I had a few questions, a few things I just cannot seem to get worked through.
Edit: This is working on Rebellion newest patch.
1)
Text FileArchive missing Label.
File: C:\Users\User\Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.52 Dev\40,000 Sins\String\English.strLabel: StringInfoLine Number:22820Line Contents:
However, I have cross checked this with the reference files and are similar in structure and contents. That is the very last entry in the string file.
If I hold the esc key down it eventually passes through the errors and continues on.
2) I get this message about 3 times
Failed to convert '' to an enum value.
I figured it would be a loose " somewhere in the code but I cannot seem to find it and it doesn't specify what file...
3)
Lastly, I get this error.
Assert @ C:\Projects\P4\SinsRebellion\Release\CodeSource\GS/Entity/Interfaces/IAbility.cpp(398)
m_aiUseTime == AIUseTime::Invalid
How am I to access this? I cannot seem to find the .cpp file.
Thanks in advance!
1. Check your string file count
2. " is not actually a double quote, it's 2 single quotes '' showing a bad entry, but the bad entry is blank. I get this when I try to delete a brush entry or a string entry link in the entity file. To fix I use an empty link.
String file entry
StringInfo ID "IDS_EMPTY" Value ""
anything you do not want a string for, use that link
Brush file entry
brush name "HUDICON_NONE" content "Simple" fileName "UI_SHARED-HudIcons" pixelBox [ 0 , 0 , 0 , 0 ]
3. You cant access that. It is a code built into the engine. Your ability file is borked, you must track it manually. Test every ability thoroughly when you edit so you know which file you borked.
More info on 3.
All passive abilities must use aiUseTime "Invalid", you have something else in one. This is the nature of the error message, it's saying the entry in a file is supposed to be Invalid.
Assert @ C:\Projects\P4\SinsRebellion\main\CodeSource\GS/Entity/Interfaces/IAbility.cpp(393)
m_aiUseTime != AIUseTime::Invalid
You would get that message if you did the opposite, putting Invalid in an active.
how high can we go with ship stats? for health, hull, shield, weapon damage etc.
Assume you can go as high as you want until the DEV.exe tells you otherwise.
what's the highest you have done?
What's the highest you have tried in the dev.exe?
8000 for shields, not tried anything else yet.
just put a ridiculous number for hull health: 2000000, and a more ridiculous one for shields. 100000
apparently it works, even with the normal exe, as the DEV exe wouldn't allow me to use mods.
Mods in development go in the DEV folder
C:\Users\myfist0\Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.52 Dev
testing that now then
no isse apparently. selected ship, moved it, had it damaged by pirates (they are way too strong to be just a nuisance).
no dev error message, CONCERNING THAT.
can I tell the game, in order to play certain sounds, to use parameters like
<Min_Pitch>X</Min_Pitch>
<Max_Pitch>X</Max_Pitch>
<Max_Instances>X</Max_Instances> <Volume_Saturation_Distance>X</Volume_Saturation_Distance>
<Min_Volume>X</Min_Volume> <Max_Volume>X</Max_Volume>
Loop_Fade_In_Seconds> X </Loop_Fade_In_Seconds> <Loop_Fade_Out_Seconds> X </Loop_Fade_Out_Seconds>
<Play_Count> -1 </Play_Count>
http://reference-files.soase.x90x.net/Reference_Files_Reb_v1.52/GameInfo/SoundEffects.sounddata
agh, no pitch shift, nor volume controls %... nor is allowed randomization (I think) or sequence play
max_instances = maxnumplayingsimultaneously
Volume_Saturation_Distance = minAttenuationDist
?
what is treshold?
You never want a game doing your pitch for you, anyways.
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