Based on the success of the thread of the same name from Sins 1, I figure it's useful to have one for Sins II.
Rules
Rules are the same as before.
Utilities
As resources for modders are developed, I'll be glad to link them below (or a mod can edit this post, at their leisure).
Is there an equivalent to the old manifest file, to which I can/have to add new files I make?
Where can I find mods I subscribed to ingame, on my hard drive? They are not in appdata\local\sins2\mods.
How do I change the compatibility version of my mod? As a test I changed the range_value for the trader_orbital_cannon_ability source file but when I try to load it says "mod compatibility version: 0".
Do we go to see a way from convert models Sins of a Solar Empire Rebellion directly to Sins of Solar Empire 2 format? at least with the original xsi?
Since this had be stumped for about an hour, I'll just post the answer, even though nobody asked the question yet.
Any effect you want to use on a ship, needs to be listed in the ship's unit_skin file.
So for example, if you want to switch the graphics of the Radiance's purple beams, to those of the Halcyon's blue ones, you'd need to add advent_carrier_capital_ship_beam_weapon_beam to it's unit_skin file, under "effect_alias_bindings":
Oh and a little time-saving measure: If you alter a local mod, it's enough to just disable->apply->enable->apply in the game's main menu, without needing to fully restart the game.
I haven't found that out either, but you can use mods regardless of their version, or a lacking version definition by editing "C:\Users\<your_windows_account>\AppData\Local\sins2\settings\settings.json" and changing "modding.allow_not_compatible_mods": to true.
I found the answer to my previous question: "C:\Users\Public\mod.io\5762"
I don't know whether the number at the end is something local to my computer, or the "official" number of the game.
Are there any guides or recommended readings to getting started with modding Sins 2? I like to create something to add some color to the icons on the UI to make it stand out better for me.
I found the answer to my previous question: "C:\Users\Public\mod.io\5762"I don't know whether the number at the end is something local to my computer, or the "official" number of the game.
Its 5762 on my PC as well, so its probably the game's Mod.io appid, similar to how Steam handles those sorts of folders.
I'm trying to upgrade starbase stats via research, and I cannot get it to work.
For example, I'm trying to get rid of the Shield/Armor/Hull upgrades II and III to free up more upgrade slots, and then get some of those stats by researching Unbreachable Hull (instead of unlocking the third S/A/H item). Keep some progression instead of just rolling all stats into one upgrade, right?
But nothing I've tried has worked.
I've looked at the shield upgrades for TEC frigates/cruisers as a template, and it SEEMS straight-forward, but I get nothing.
As an example, here's one stat I've added to "trade_starbase.unit":
"unit_modifiers": [
{
"modifier_type": "max_hull_points",
"value_behavior": "additive",
"values": 4500.0,
"prerequisites": [
["trader_unlock_starbase_structural_integrity_2_unit_item"]
]
},
If it matters, the stats are between the "unit_modifiers" and "target_filter_unit_type" sections.
Also, for pasting code snippets, what's the best way to do that? I don't know what language it is I tried using XML but it looked like it removed the formatting?
Looks to me like its JSON formatting. If you use Notepad++ you can use the BracketsCheck plugin to help out with file formatting errors. Looks like you're missing a "]" bracket for your unit_modifiers section of the file, a line below the "values" entry.
Is there a method to direct edit & save .scenario files? Notepad++ & VS Code can't handle the binary snippets/headers:
K ð¶Y scenario_info.json{
I have a flushed out randomized star system I want to copy & paste a dozen times. In Solar.Forge you can copy generated systems, buy not the Generator params.
It was strange, everytime I edit it into true, the later I open the game it turns back to false. I can't change it at all, what would likely be the possible problem of it?
You could try putting write protection on the file.
Thanks for what you suggested, but I still cannot use any mods in case of that, the problem remains.
Does anyone know how to partially overwrite files not replace them. Eg: lets say i want to change a single line in advent_loyalist.player, I dont want to copy the whole file and have it break every game version.
May be a silly question, but I cannot for the life of me find anyway (or anyone online showing how if there is) to custom name planets via the Solar Forge scenario editor? Currently working on a very large map based off a popular sci-fi series
Hi, quick question, how to I localize map names in mods that include scenarios?
I don't care about *actual* localization. It should just display the default map name in any language.
Currently it just throws an (ignorable) error and the map is displayed as "???" in the "new game" list. I circumvented that by adding the string in question to my localization file (in the localized_text folder) but I'd like to know how to include it with the mod - and for all languages.
Is it possible to mod available tooltip information of a unit / weapon, let's say i want to for example display the pitch_speed or yaw_speed of weapons, would that be possible?
Not currently possible, but we are discussing options for players who want access to that information.
I have two questions. Can I convert a old xsi o mesh model to gltf format? what tools can create a gltf?
Is there a way to set an "OR" statement for build prerequisites? I want to add new researchable ship items to all factions and I'm finding that in order to do just that, I have to create 3 of the same unit_item and research_subject entities. The only difference is the unit_item and research_subject entities are suffixed with the faction name (i.e. "trader_" for TEC). The latter is less of an issue since the suffix is necessary to add them to the faction's research tree. If not, it's fine, it just can get pretty bloated.
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