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!
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Well there is a zoom distance value in each individual star file, but I don't remember what it does, so you might try there...
Greetings. Me again. ( I may as well start living in this forum. )
My hard drive recently died, and I switched over to a duo-boot system. ( A split SSD for my OS and a 1TB HD for my main storage system. ) And it seems to have broken my mods.
My game ( Sins of a Solar Empire: Rebellion, through Steam. ) is stored on the 1TB ( E:/ ) while my my main OS ( Including C:/Users/X/My Documents/My Games/Ironclad Games/Sins of a Solar Empire Rebellion/Rebellion 1.82 ) is on the SSD.
I've made a few mods that change research, mainly the ability to research it multiple times ( I've tried to change Mass Transcendence and Advent armor, among other things. ) and when I go to the mod menu to enable it gives me a checksum indicating that the mod is, in fact, working.
However, when I load the game up itself, it's still showing the same level limits, as if the mod didn't effect the game. Can anyone think of why this might be, and provide any tips on how to get my mods to work?
From the little I know about modding, I'd ask have you created a mod folder with relevant subfolder entries and the files in question in said mod folder? Then enabled in the mod manager? Dunno if that helps you at all....
I'm wondering how to go about adding new planet types into a mini-mod that just adds new planets. I can't seem to get it to work; I can add new planet types in galaxyforge, but ingame they don't show up, no phase links to them at all... Anyone have any suggestions on what I'm missing?
Hey Unikraken here from Sins of the Prophets, we're currently working on our faction economy and I'm curious if anyone has any data-gathering techniques for that kind of thing that can speed up how we're able to visualize what's going on?
Um, what kind of data are you wanting? I would think the end of game statistics would be your best bet.
I'm having trouble making a new ability. My aim is for it to fire a missile just as if it were firing as a normal weapon of this kind. I would like to combine the control and cost of an ability with firing such a weapon.
In the past I have done this by using ApplyBuffToTargetWithTravel. However this makes the missile fire regardless of the relative position of the target ignoring the weapon bank directions front, back, left right.
To overcome this I have tried to combine this with ApplyBuffToTargetsInDirectionalCone. So in the ability.entity I set buffInstantActionType to ApplyBuffToTargetsInDirectionalCone and make it play a buff.entity with ApplyBuffToTargetWithTravelNoFilterNoRange To make it fire at ships within the weapon bank direction.
Unfortunately, it does not work. It will consume antimatter for firing but I can't get a buff.entity with ApplyBuffToTargetWithTravelNoFilterNoRange to be triggered by ApplyBuffToTargetsInDirectionalCone.
Is this simply not possible or am I doing something wrong?
Well, the only direction "Bank" you can simulate if forward, since you can set the line MustFaceTowardsTarget (or whatever its called near the top of the ability file) to True. There is no way to only say have it fire left or backwards, it must either be only forward or it must be ominidirectional (in fact some mods use this to simulate turrets with 360 degree fire). In either case, you need to use ApplyBuffToTargetWithTravel. DirectionalCone is what the Vorastra uses to suck ships in with the Maw, it does not keep track of a single target that ApplyBuffToTargetWithTravel needs.
Well ApplyBuffToTargetsInDirectionalCone can do any one of the four banks, but it applies it to all targets in the cone.I dunno if you can use it to trigger other buffs to simulate weapons fire though.
The problem with MustFaceTowardsTarget is that the ship must come to a complete stop and then turn to get into the right position which looks really silly as all my ships have fighter movement.
Regarding the target number issue, what you can do with ApplyBuffToTargetsInDirectionalCone is you can limit the amount of targets to 1. It would then pick a random target in the cone I would have thought which is fine by me. But alas it just wont trigger ApplyBuffToTargetWithTravel to deliver that missile to the random target.
That is what I was trying to say. ApplyBuffToTarget seems to only refer to the original target that the ability was cast on. ApplybuffToTargetsInDirectionalCone was programmed to place a buff on targets and that is it, it does not have the ability to provide ApplyBuffToTarget with a different valid target.
Perhaps what could be done is go with ApplyBuffToTargetsInDirectionalCone and amount of targets set to 1, with an ApplyBuffToFirstSpawnerNoFilterNoRange to do an ApplyBuffToLastSpawnerWithTravelNoFilterNoRange with the missile effect and damage?
man that is some buff ballet going on there lol
I forgot we had a last spawner with travel. That is just crazy enough to work.
This is a fine idea and I have just tried it. Unfortunately, it still wont trigger. It seems that the sequence stops with ApplyBuffToTargetsInDirectionalCone just as GoaFan said it would.
Thanks for trying to help. I think I will try and create an ability that enhances the firing of the missile instead rather than firing it directly as a compromise solution.
I'll repost as I'm stumped.
Trying to create a mod that imports various planet types just for my own entertainment - I've started small, with only one planet; I've created the mod directory as per normal, copied over all relevant entity, mesh & texture files, updated the GalaxyScenarioDef, English.str & entity.manifest (copied the one from stock SINS and just added them in) & also updated the count all around. I can get the planet to show up in Galaxyforge, but if I make a simple map with said new planet (for testing) with only one phase link from each homeworld to it... it doesn't show up in game.
What am I missing?
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!
*Links are updated regularly.
Changing Diplomacy Files to RebellionIT REALLY HURTS MY BRAIN--HOW TO START
MyFist0's Modding Megasite!MOD DOWNLOADS
Directory of Planet ModsSTEAM
STEAM Sins ForumsDEVELOPERS
Sins Developer Journals Forum 2007 to PresentREFERENCE FILES
Harpo's Converted Sins Reference Files 2011THIRD PARTY TOOLS
Eclipse Definitions Wiki
Harpo's Sins Utility Package -- Filefactory
Sins Data Converter by BCXtreme EXPLANATIONS & DISCUSSIONS
Rebellion Shield Mitigation & Focus Fire testingPARTICLE FORGE
Particle Forge Help ThreadGALAXY FORGE
Zoomba's Galaxy Forge Help (new)SOUND RESOURCES
[SFX] Black Sun SFX/Music Resource for Modders MODELING & TEXTURING--SOFTIMAGE XSI, 3DS MAX
Modding/Modelling/Texturing/Converting, TutorialsWIKI'S
MyFist0's Mega Modding Site
Added Zoomba's GF help thread to header: https://forums.sinsofasolarempire.com/174739/
Hello guys!Does anyone knows why AbilityMicroPhaseJump with needsToFaceTarget TRUE setting, is ends up with turning the ship but not to face the target location rather broad side and then its jump.I relay would want to create a sort jump capability for my frigates, but the AbilityMicroPhaseJump behaves such a silly way, by tossing the ships trough space, while they are having every kind of facing.
My question is why would any ability set needsToFaceTarget TRUE, casts itself with the ship using broad side stance?
@lordcronos: If I'm understanding your situation correctly, I believe that is because the Micro Phase Jump type abilities do not have a target per say. You click an empty point in space to use that ability, and I'm guessing that does not count as a target for "needsToFaceTarget". It was probably programmed to only work when the target is another entity, as that was all you could do before Rebellion, and was not updated to Micro Phase Jump.
Interestingly when needsToFaceTarget is set to false (only in the case of AbilityMicroPhaseJump ), the ship will cast the ability immediately, while when needsToFaceTarget is set to true the ship will perform a turning maneuver until it achieves the broadside stance. I belive the "ApplyArbitraryTargettedBuffToSelf" is buggy or rather the needsToFaceTarget True part of this "method" gets the wrong data. Simply put it is a bug. And since there is no other method which takes ArbitraryTarget as a "parameter" (targeting space and not a ship or other fix entity), therefore i dont have a substitute way to this jumping to one place to another facing toward the damn place, where i want to jump!!!WáááááááááááááááááááááááááááááááááááááááUnless anyone else have a better way to do it
Ah, I didn't quite fully understand you then. I swear I remember the Vorastra doing a straight jump before. Perhaps its just hard coded to perform the micro jump when its less than 90 degrees of the direction of the target location.
Edit: Also, why doesn't this thread like quoting.
The quoting thing seems to be affecting the whole forum at the moment
About the Vorastra as it is slow moving slow turning as all titans, the jumping is a sort of getaway ability therefore it is not slowed down by forcing the Vorastra to turn. You even can jump with it backward if you like.
Hello guys! Do you guys know how to create an ability which is an aura
projecting another aura onto a starbase
and that aura's effects the planet in the gravity well. Is there any similar ability where aura projects an aura onto a target?Anny help would be great!thx guys!!!!
What the heck do you mean by an Aura? An AoE effect? Sure, you can link as many AoE spreading effects together as you want. Probably aren't any buff examples, but you might find some on weapons effects that hit multiple targets and the spread further damage. Kortul's ultimate ability comes to mind.
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