As the title says. Discuss Rebellion Specific modding.
For Example: Some say they have had success converting, and importing Rebellion meshes in game with the current version of ConvertXSI, but they had to use a text editor for the new shaders to work.
This is kind of important information for the modding community to know. We don't know if the Forge Tool set will be updated for Rebellion, or not.
The ones that did have success importing meshes into Rebellion can you explain to the community what you did, and how you did it? This will help us all greatly. Especially Me for the resurrection of TSOP, and it will help the Sins modding community in general. If you want to post tutorials, and/or links to tutorials. Even better.
I would like this topic to be an open topic on Rebellion Specific Modding. Any, and all information regarding Modding Rebellion specifically post it here. Hopefully it will get a sticky.
Thanks
Edited to reflect this topic as a general question, and answer topic specifically for Rebellion Modding.
Well, the Galaxy Forge is now provided in the game directory like with the Dev.exe, so those two should always be up to date and work fine. Not sure about the particle forge, you'll need to ask Krdax for details. Some particles may work in it, other will need to be manually updated in txt form. Don't know if harpo has updated his tools but he has the reference data up, so that should be good for the mean time.
A general warning for Rebellion modders; it has become apparent to me that Rebellion is crashing at under two gigs of memory. Particularly it likes to crash in the 1600000-1700000K zone, going by what task manager tells me. I've had this happen multiple times, pic below is the error it gives you. The "context", aka. specific texture, can change, but I think you'll get the picture.
I never had this happen to me in Entrenchment, though I had applied LAA to it, which may have in fact made a difference.
Hi there, I'm a long time lurker here, don't usually post in forums, but I come seeking the wisdom of all you great modders out there.Basically, I started modding a test mod once Rebellion 1.3 came out, made two races, discovered how the new Race Selection menus work and all that. I've modded for Sins since the original, so I'm familiar with how stuff works.Eventually, after making two new titans, I tried to make passive abilities for them. First, I coded it wrong of course, I didn't notice how the Titan ability leveling worked, but I fixed that. But now I have it more or less in what should be working order, but it's completely mad.From my understanding, it looks like Titans CANNOT have passive abilities.Instead the ability, which is supposed to passively regenerate extra shielding constantly, turned into an activated ability with no icon. If you click it, it does what it's supposed to, but you can obviously keep clicking and restarting the special effect over and over.The other ability was supposed to passively give 25% damage reduction, but functions like the other one, no icon and certainly not passive.Can anyone please tell me whether or not they've had any success giving Titans passive abilities, or that Ironclad went mad with power or something. I honestly have no idea how to get around this, I can change the shield ability to an active one if I have to, but the damage reduction ability has to be a passive.
Thanks in advance for any help,Yholl
Yholl...
Ran into the same problem myself and you seem ahead of me. However, VoltCruelerz just posted a mod that adds passives to the titans. You might find your answer in there.
Here's the link: https://forums.sinsofasolarempire.com/428743
His mod is in BIN format so you'll have to do a Rebellion BIN to TXT conversion for the files you want to see.
Many of the titans have leveling passive abilities. Check out the Advent Titans or the Vasari Loyalist Titan.
You can always post up your files if you want a second pair of eyes to look them over.
FYI TO ALL
I have weeded out all of the STOCK entity and game info folder errors that could cause issues and the corrected files are posted below. Simply download the file below , unzip it , next delete your game info folder then copy and paste contents of zip file into your rebellion file set and over write when prompted. Very important that you delete the game info folder as I removed files that were in there and not being used, also the only file it should ask you to overwrite is the entity manifest. These changes were tested and work in rebellion 1.031. Any questions drop me a line
http://dl.dropbox.com/u/13228384/REB%201.031%20ERRORS.txt
http://dl.dropbox.com/u/13228384/REB%201.031%20CORRECTIONS.7z
Oh yeah--to clarify--I was assuming you meant the fifth slot for a passive...not just any slot.
Hahaha, how in the world did I not think to check the Advent Titans? Major derp on my part. I'll try and use them as a basis for these abilities and let you know if I get it working.
Thank you Sinperium and ZombiesRus5 for the help, I appreciate it
Glad to help. You should give me karma but not ZombieRus. We are racing and he's already ahead.
It's all part of the "Style vs. Substance" competition.
Vote Sinperium, vote style.
I realize Zombies may smell bad and are prone to eat your entire family if your not paying attention. But seriously who would you rather give Karma too? A dancing Avatar or free labor that never tires.
And while I'm sure Sinperium has earned atleast half of the karma from half of the posts that were halfway useful, that still leaves the other ninety percent or more unaccounted for. Honestly, is this the type of stylish help you want to support?
Vote Zombies, you can never go wrong with an apocalypse.
So basically, if I give both of you karma, it will only continue to fuel the karma race between you, making you even more helpful than normal in your attempts to win?
Anyway, I looked at the Subjugation Aura for reference and found the problem.
Apparently, if this;
minExperienceLevelRequired Level:0 0.000000 Level:1 2.000000 Level:2 4.000000 Level:3 6.000000
Is kept in the ability, it gets rid of the icon, gets rid of the strings, turns the ability into an active ability, but doesn't minidump. I kinda prefered it when the slightest error at all would cause the game to have a tantrum, it made more sense at least.
So yeah, ability is now working flawlessly on a titan now, and my motivation to work on my mod further is now longer crushed thanks to your help. You've no idea how pleased I was that it wasn't impossible.
We call it, "Karmageddon".
Mecha-Lenin would probably call the two of you Karma Whores and give you a special section in his troll list.
Word from the Dev's is that its something internal (something we cant mod out) that is causing the random crashes. I thought i fixed it with TSOPR, but i was wrong. The files Jay provided will help, but probably wont stop the random crash issue. The dev's are working on the problem. Hopefully by 1.04 it will be fixed. If not then the 1.05 patch. By then TSOPR should be ready.
hi, i wanted to ask which entity files i would want to modify for rebellion 1.041 to increase the number of metal and crystal we can find to mine at asteroids from the normal 2-3 to like 6 of each to start with. including how i would also modify the basic planets would also be great.
I remember there once was a mod that had bunches of resources to mine, but i think it's been removed or just doesn't work for 1.041.
Thanks for any answers and i hope this is where i was supposed to ask this question.
You need to download the reference files for 1.041, then open the planet entity file of the planet you want more extractors at (like PlanetAsteroid.entity), and near the top of the file there are lines for asteroids.
If that doesn't make sense to you, I'd recommend reading the threads below for general modding info.
https://forums.sinsofasolarempire.com/419658
https://forums.sinsofasolarempire.com/407617
thanks, i found them. also found that with the reference files i can read all of the rebellion files... so modding should be easier than it was before. Thanks Harpo for converting the files.
Only other question i have at this time is, How do i change the number of Artifacts showing up in a particular map. I know the number is a % of the total number of planets on the map.
Also, once I know how to change the raw number of artifact planets, where do i find the exact artifacts, so i can place one of every different artifact in a map or is the number of artifacts a random gen thing?
Thanks greatly for helping me figure out how to make my own changes!!!
There's a line if you edit a map in Galaxy Forge or open the .galaxy file in notepad. The only way artifacts don't get placed randomly is if the artifact percentage is 0. You can manually place them like ships and structures in galaxy forge, just make sure you give them to "NoOwner".
oh ok thanks. but now i have another question.. i've always Created a custom map for each mod that i play, just so i have many, over 100, planets to play with in my games. I've never used the "galaxy Forge" thing, not that i know of; that is.
SO i change the artifacts in a "custom made game" in the ".galaxy" file?
oh dang, well, i havent been able to find the ".galaxy file". I'm working from harpo's reference files for 1.041. I've looked in the GameInfo/ Galaxy ScenarioDef file. Havent seen anything else in Game Info that looks like a Galaxy file. I didn't see anything about Artifacts in the galaxy.manifest either. Also looked in the 4 "galaxy" files under the window folder... didn't find anything about artifacts there either.
I don't mean to be stupid, but i can't locate any galaxy file anywhere in the text files harpo has been so kind to convert for us to use in making mods.
shoot, did you mean for me to look in the.... lets use the huge single system random map as an example... "C:\program files (x86)\Steam\steamapps\common\sins..rebellion\Galaxy\Huge...Map.galaxy" file for the correct artifact thingie? sorry for using the super cool term "thingie" but it works for so many things. haha Ok, so i found the artifacts line, "PlanetArtifactDensity" . I changed it from .15 to .25 ... that means the map will generate artifacts in 25% of the planets in the huge map, yes?
Now, i made a master copy of the original huge single random map and i replaced the original map with th eone i made the changes to. That si what i should be doing, yes?
If i'm writing too much, i'm sorry. i'm new to this and do not know yet how detailed my answers can be on here.
Thanks for everyone's patience.
NO!!! NEVER EDIT THE ORIGINAL GAME FILES.
Sorry for yelling, and I know you said you made a backup, which is what you would do with many games. But with Sins you have no reason to do this as all user created content can be loaded without changing the base files.
If you're editting a random map, copy the map you're starting from and place it in your "MapDesigner" folder, which is located in the same location as the mod folders. For premade maps, you put it in the "GalaxyForge" folder in the same location.
Otherwise you made the right change for the random artifact count. For random maps that's all you can do because the layout of the map changes every time.
That is because the .galaxy files are always in a readable format.
yeah, i messed up now the game is broken and i don't know how to make steam uninstall the rebellion game so i can reinstall it.
I put the original file back to what it originally was, but to no avail. I shut down the steam client, but it still wont reset to the original settings.
How do i get the game back to original? i'm gonna make a copy of my mods 1.041 folder so once the game is back to original. i can just place the mod folder back into it.
Then i'll place the updated map where you say to place it. thanks for the help though. i've learned a lot about making changes to the game so far. Guess i had to mess up sometime though. haha Murphy got me
have you tried verifying the install in steam? open steam in online mode, right mouse click on rebellion, then left click on 'properties', in the properties window click on the 'local files' tab, then click on the 'verify integrity of game cache' button
as far as re-setting the sins settings, just delete the settings folder in your my games\ironclad games\sins of a solar empire rebellion (modding/maps & settings area) folder and start rebellion again, will set back to low res and default options, but mods will still be enabled.
harpo
hi Harpo, yes i just got done verifying the install in steam as you said. it says the files are verified.
Then i did as you suggested and deleted the settings folder in my games folder and restarted steam and rebellion to no avail.
The game is stuck in the sins-plus mod. I had forgot that i had the mod activated before i started messing with the Galaxy folder to increase the number of artifacts on a map.
How do i do a hard removal of a mod from the "enabled" part of the "activate mods" part of sins rebellion? I don't know where to find that aspect of the game outside of the game. I think if i can get the game to revert to just vanilla. I should be able to get the game to restart regularly and then just follow Geofan's instructions to install the updated "huge single random map with the ".25" for number of artifact planets on a map. That's what i was trying to do in the first place.
Now, when i place the updated map in the "mapDesigner" section, i take it that the new map will still show up with the designation of "huge single system random map"?
Would that map then be available as the huge single system random map for all the mods or would i have to place the updated map in each individual mod to use it?
fixed the game by uninstalling it and reinstalling it.
thanks.
how do i make a mini mod that would work with lots of mods. It would just be a few mega maps with my increased artifacts planets and more extractors per small planets like the asteroids and moons.
yes, i did try to find this answer on the Idiot's guide to sins modding page before asking this question here.
thanks
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