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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
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Emphasis on modeling and
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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
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MOD DOWNLOADS
ZombieRus5's Mod Yard
Directory of Planet Mods
STEAM
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REFERENCE FILES
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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
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Sins Modding Dictionary
Adding phase Effects to other weapon types
Culture, Explanation/Discussion
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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
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PARTICLE FORGE
Particle Forge Help Thread
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Adding Artifacts
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SemazRalan's Template Guide
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WIKI'S
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That could work, didn't even think/know about that conditional, thanks!
What does the pirateMercenariesInfo do (in Gameplay.constants)?
Perhaps leftover coding which was to be used for TEC Rebel stuff?
Exactly it. Not sure if that old behavior from the beta can be reactivated or not.
Hi all!
First Any significant new modding links relating to Rebellion and DLCs that I should add to the OP here? Input appreciated.
First
Any significant new modding links relating to Rebellion and DLCs that I should add to the OP here? Input appreciated.
Second Is it possible to limit discovering artifacts to a single modded faction?
Second
Is it possible to limit discovering artifacts to a single modded faction?
Third Including the DLCs, how many artifacts can be discovered in-game? Specifically, how many different artifacts can be included for discovery in a single play through?
Third
Including the DLCs, how many artifacts can be discovered in-game? Specifically, how many different artifacts can be included for discovery in a single play through?
The most recent DLC added units that aren't affected by the rogue treaties and the like--would that have anything to do with the above question?
In early Rebellion development, Yarlen had been working on distinctly seperate mercenary factions that would have been treates almost like a separate races. They had to leave that effort due to time constraints but I wonder if that might not be relevant as well.
Technically unlimited; you can find an artifact on every single colonizable planet if you set the probability of finding an artifact to 100% in the galaxy's file(s). Of course, unless you add in a lot more artifacts, you get duplicates.
None of the research pre-reqs work on Artifacts.
The only work around I'm aware of is to use artifacts AS A research pre-req for a faction specific research subject.
Ok, please stay the fuck out of the modding threads if you have nothing useful to give.
For a moment I thought that was the pulsar....then my seizure ended....
here, here
I was sorta proud of the fact that this modding community never needed a babysitter/ moderator.
I guess the times, they are a changin'.
Does anyone know where to find the files dictating Triggers are? (No, it's not the "Trigger.entity" file, we already checked)
We've downloaded the Stellar Phenomena DLC, and we think it's great! However, the already infamous Open Rebellion bug is majorly getting on our nerves. We are trying to make an unofficial patch for it. However, we cannot seem to find where to edit the "TriggerLowAllegiance" trigger.
We bought the game through Steam. Does anyone have an updated set of reference files for Rebellion v1.8 (w/Forbidden Worlds & Stellar Phenomena)?
Thank you for your time,
Sinful Studios Team
GameInfo/RandomEventDefs.randomeventdefs ?
Look in the modding sections pinned posts for harpos ref files
GameInfo directory
RandomEventDefs.randomeventdefs
lowAllegianceThreshold
you're probably looking for 'RandomEventDefs.randomeventdefs' thats the files that controls random events including open rebellion
:EDIT: sorry, just re-read and it looks like you want the actual trigger information. Not sure where you'd find that.
If you don't like a curtain random, you caan modify or or simply remove it
randomEventDefCount 11
is stock, remove the entire section of the event you don't want and change that count
Ah, found it. Thank you.
It must be an error that checks for an allegiance ABOVE 30% rather than lower.
Thank you. This is a fantastic help!
Ran some tests now, and it appears that Open Rebellion doesn't work with race-specific Open Rebellions, it has to be one single common Open Rebellion.
Interesting. That means that open Rebellion is always TEC Ships?
That is one consequence for vanilla, yes.
What did you try?
did you use RacialBuffAtLocation?
I'll run a test on my end too because open rebellion is causing me issues.
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