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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
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MODELING & TEXTURING--SOFTIMAGE XSI, 3DS MAX
XSI Texturing, Tutorial
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3DS Max Rigging, Texturing & Exporting, Guide
Modding/Modelling/Texturing/Converting, Tutorials
WIKI'S
Sins of a Solar Empire Official Wiki
Defense turret and the Vorastra's spawn phase node thing work fine. Not sure if any others are effected but its definitely not a planet module in general limitation.
was browsing through the string files and saw this:
StringInfo ID "IDS_RESEARCHFLOATMODIFIER_TITANCONSTRUCTIONCAP" Value "Titan construction cap:"
I wonder if that float modifier is still in the code?
Yeah, but its not what you think it is. That's the % of the titan you can build modifier. It doesn't let you use more than one titan.
Ah ok. Fair enough
http://www.moddb.com/company/soase-m0dders/downloads/reference-files
includes the convert folders
ooops, no wonder I was reading 10 pages back. Note to self, dont post until you're awake
Mephistopheles
So i was wondering if any of you fine people would be able to explain just what in the heck is going on with this ships weapons. im slowly getting back into modding again now that summer is here and figured id knock out one of the Aldar Titan ships, and when i put it in game this happens every time it fires. ive checked the model in XSI multiple times and there isnt a single null point on the mesh where those are coming from. So what is causing this?!
Please..please ignore the texture, i messed up when i was putting the thing on and added the wrong projector.
http://postimg.org/image/u9jd695rd/full/
Check in notepad or other text editor. Its the .mesh file that the game is using, that is what you should check.
If the game is unable to find a valid mesh point for a weapon it uses the center as the default, but that clearly is not what is happening here. That should be the only case of the game using meshpoints you didn't add.
Only way to know is test and post.
Probably only things that effect planet income, like trade port or refinery. Maybe factories?
Alright i went ahead and did that and nothing seems out of place, i also went ahead and did a brand new conversion from xsi to mesh using a brand new export file and the same thing happens. im really scratching my head now! im gonna try something here in a bit that i should have done from the start in regards to the rootpoint null.
EDIT: For some reason when i exported the model the .xsi format it moved the right half Null points over to the left and back. putting them exactly where they were sitting in game. its now working properly.
Alright i went ahead and did that and nothing seems out of place, i also went ahead and did a brand new conversion from xsi to mesh using a brand new export file and the same thing happens. im really scratching my head now! im gonna try something here in a bit that i should have done from the start in regards to the rootpoint null. EDIT: For some reason when i exported the model the .xsi format it moved the right half Null points over to the left and back. putting them exactly where they were sitting in game. its now working properly.
Sounds like it was a model freezing issue. If you've scaled or moved your mesh in XSI and do the freeze commands incorrectly (or not freezing it at all) that could cause it. At least that's what I think caused it the few times I've had it happen, should probably let one of the better modelers say for certain.
You are more than likely correct, i had forgotten to freeze the model at all. thank you for the help
Edit: and now my particle forge isnt working...what the crap. it opened one this morning and crashed when i did something and now it wont open at all.
Good evening.
Actually I use Frigates as fake buildings, but they can be boarded, cloned or captured by
advent abilities. And after playing around with abilities I couldn't find a solution.
So the question is, is there any way to spawn buildings by an ability?
Or anyone has another idea how to get buildings* placed there after colonization?
(* This are unique buildings which aren't buildable through construction)
Would be really nice if someone could help me with it.
If you have Rebellion yes, look at the spawn phase gate ability the Vorastra titan has.
One word of caution though, if you attempt to spawn a trade port (and perhaps certain other type of buildings) at an uncolonizeable planet it will minidump the game.
Thanks, you saved my day (or morning is 4am here actually)
I absolutly forgot this ability. Good to know that there are always helpful people here
Seems like there is work to be done *g*
Would anybody have any clue why the game would crash on completion of a titan? ive split the Aldar up into loyalist and rebel, and have both of their titans done and in game with all abilities loaded out as well. the rebel one works perfectly, the Loyalist one crashes the game as soon as its fully completed??
If you create/spawn a titan that has a RequiredFactionNameID line that isn't set to "" and isn't the correct faction, the game will crash. Note that the FactionNameID is not the same as the Race name unless you set it to be that in the player entity files. Usually you're better off using research to ensure only the correct factions builds it IMO.
Any missing assets could do that. Are you not running tests in dev mode? You'd typically get an error that gave clues as to what was mucked up.
If you create/spawn a titan that has a RequiredFactionNameID line that isn't set to "" and isn't the correct faction, the game will crash. Note that the FactionNameID is not the same as the Race name unless you set it to be that in the player entity files. Usually you're better off using research to ensure only the correct factions builds it IMO
just checked that and its already set so that "RequiredFactionNameID" is blank. also thats what im doing, its set up so that only the Loyalists can get it.
Could an ability be causing it? it was working fine 2 days ago before i set up all the abilities on it, but i would think that it would throw an error.
i am. its not throwing any errors its just crashing.
Im also not getting any errors on start up, during game play or construction. just a crash as soon as it finishes
Yes, that's part of what Psychoak was referring. An ability that's set up wrong or has a referenced buff missing could easily cause a crash.
Best way to find out is to remove all its abilities, and if it doesn't crash, add them back in one by one until you figure out which one it is.
Right-o! least my theory had some back up i suppose. Sorry Psy, misunderstood a little bit. ill do that now see what happens
On one hand i feel like an idiot. on the other im interested as to why it wasnt throwing any errors. i had forgotten to add the "UpgradeTypes" to the entity list.
Someone "forgot" to add various things to the thrown errors. Starbase/Titan upgrades being one of those things.
ick, thats annoying. thanks ill keep that in mind!
Working on the buff builder and ran into a problem trying to exec ConvertData_Rebellion.exe automatically. The program detects when it needs to invoke it, but it isn't running. I've never called an exe from java before, so that's probably a good chunk of it, but eh... Anyways...
I'm sure it's something simple due to my unfamiliarity with exec'ing, but, still...
EDIT: oh dear... formatting seems to have gone totally wacky... Just highlight it to read it I guess. It's not that much code.
Volt_cruelerz, without knowing anything about coding in JAVA, BUT knowing a 'little bit if VB & z80 assembler', I did a google search for you
https://www.google.com/search?q=execute+a+dos+commandline+from+java&oq=execute+a+dos+commandline+from+java&espv=2&es_sm=90&ie=UTF-8&gws_rd=ssl
hope this helps
harpo
I've already tried that. It didn't work.
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