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!
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
MyFist0's full modding site.
Emphasis on modeling and
REBELLION MODDING TOPICS
Rebellion Modding Q & A
Changing Diplomacy Files to Rebellion
IT REALLY HURTS MY BRAIN--HOW TO START
An Idiot's Guide To Getting Started
MyFist0's Modding Megasite!
ZombieRus5's Mod Yard
Directory of Planet Mods
STEAM Sins Forums
Sins Developer Journals Forum 2007 to Present
Research Modifier List
MyFist0's Exported Models & Files
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
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
Rebellion Shield Mitigation & Focus Fire testing
Particle Forge Help Thread
Working Template Examples
SemazRalan's Template Guide
Pirates Base Start Template
[SFX] Black Sun SFX/Music Resource for Modders
MODELING & TEXTURING--SOFTIMAGE XSI, 3DS MAX
XSI Texturing, Tutorial
3dS Model Exporter
3DS Max Rigging, Texturing & Exporting, Guide
Sins of a Solar Empire Official Wiki
OK. I've checked, pruned and updated the links in the head of this thread. If I missed anything or you have a useful link to add, PM here and I'll get it in.
And thanks to those posting answers here (you know who you are).
So I've run into an issue when modifying the RandomEventPirateTitan.entity file and its subsequent conversion from .txt to .bin. First, when i make the conversion and the converter reaches said entity file, i will get a windows error that says a problem occurred, does its usual solution check, and then when i click close, it will continue with the rest of the files.
After all of it is done, if i run the game in the dev version and get a few errors concerning the same file.
Here's the errors in question (solved)
I've listed both the .entity file contents and the error in question (along with a bonus error that pops up with many mods i play).
Now, during the process of writing this, I think i discovered the cause of my issues, and if my modification fixes it(or does not), i will come back to report my findings.
So it turns out my suspicions were well founded, the erroneous lines of "spawnShips" were causing the file to not convert into bin (causing the "runtime to terminate unexpectedly") which left the .entity file in its text format while everything else was in bin. Not sure why it did this in the first place, as these lines were in there when i originally converted the file from bin to text... However, when everything is left in .txt format, and ran in sins, the error message concerning those missing labels does not occur.
Got some help from @GoaFan77 with the assert issue, learned that it concerns research "misplacement," where a research option is in the wrong location (such as when an item is in tier 7, but requires tier 0)
So, new problem...... well, less of a problem, and more of a "need help with this part, not sure how it's supposed to work" question, there is a line in the RandomEventPirateTitan.entity file (for creating the Mad Vasari Event) called "SpawnShipsLevelCount #"
now, ive tried fiddling with this number, but as of yet, nothing noticeable seems to happen, does anyone have any clue as to what it does? I had assumed it would determine the starting level of the titan (or units if more than one), but i was dead wrong. If anyone has any idea as to how to get the titan to start at a higher level (cause i want it to be a threat), please let me know.
Here's the code I'm using for reference RandomEventPirateTitan.entity
It's a count, just like all the others. Counts come before lists. Such as the counts in the player files for all the objects used by the side. The ship spawn code is a list, you can increase that count and add multiple stages for higher level spawn groups with more ships. I don't believe the random event system can use multiple levels as there isn't any mechanism for them in the works, but I never checked to see if they would work anyway.
There is an experience function in the beta. Future sins mods, assuming it ever comes out, can use it to give experience to ships. You can, however, do it anyway.
ChangePlayerIndexToNeutral. Spawn dummy ship along with the titan, that has an ability that will change it to neutral, giving something to kill when it first appears that will give it the requisite experience.
Ah, very useful info, thank you very much
General warning; setting boomMinShift to a value equal or larger than 1.0 will cause Sins to periodically throw RandomStream errors throughout a match.
What file is that?
Gameplay.constants under marketDef section. Inputs for resource trading price fluctuation.
(Re-Posted here from the Modding Thread)
So, I've recently started playing SOASE again, and am playing the Rebelllion Mod, "Distant Stars".
The Fleet Supply is set at (max) 4000. I want to reduce that back to the default of 2000, 0r even 1000 due to massive lag when playing all Rebellion factions at once.
I've tried this:
fleetSupplyData-Small fleetSupplyScalar 0.25 fleetSupplyData-Normal fleetSupplyScalar 0.50 fleetSupplyData-Large fleetSupplyScalar 1.00
in the GameInfo folder of the Mod, and also in the Rebellion folder itself, with no change appearing in-game.
Any help in where I'm making a mistake will be very much appreciated
That should work. Make sure your checksum changes when running your mod (or editted file). If not, the game just can't find the file.
What threw me was, when opening the game, I looked at the tech tree and on the last upgrade it still showed 4000 as fleet supply. But, when test playing thru and upgrading the fleet supply, I noticed that it was in fact, using the numbers I changed.
The tech tree max of 4000 doesn't visually change, but it does use my numbers.
Changing this setting allows me to play with all graphics and effects maxed out, which gives me a much more enjoyable gameplay experience
I just heard from TobiWahn_Kenobi that he's made his MultiMeshResizer open source. I'll add the links as soon as I get details back from him. He's also the man who started the Babylon 5: Sins of the Younger Races mod.
Hey guys here's a tool you might find useful. I've had it for awhile, and I keep forgetting to post it, but it might be useful for those who need to update their mods to 1.85. It's a mass find and replace tool, and the find box allows for wildcards by putting in the * symbol. To use it, make a new folder and slap in all the files you want to edit.
Here are two examples of ways to use it; the first is an easy way to add the new Smuggler path to planets in moments and another is a use of the wild card. Do note that if you only want to edit a single line, make sure to add in a new line (hit enter) after that one or else your formatting will be borked.
Awesome, thanks Lavo!
Long time lurker here.
What with the recent updates now, I'm updating my mods and making changes as I go along, and I decided it was time to put these questions out there as I cant seem to find an answer.
---The first one is about beam particle effects:
I noticed that Advent beams have... instant firing. I don't really know what you'd call it. By that I mean the beams "come out" in full power as solid lines, and operate as you'd expect, coming out from the ship and hitting a random mesh on the the enemy ship.
To contrast this, and hopefully bring more sense to what I was saying, we have TEC Beams, which fade in as they fire. To be more specific, the TEC Starbase and Ankylon Titan beams fade in and out during the course of their life. The same can be seen with Vasari planet bombing beams.
My first question-- Is there a way I can get TEC Starbase/Ankylon and Vasari planet bombing beams to appear instantly like Advent beams do, and if so, where can I do this and how?
---My second question has to do with the recent addition of "RuinPlanet" into the code.
I was eager to try out this new "RuinPlanet" buffinstantactiontype. I put it into a test mod I whipped up, but I found this new bufftype to be much less flexible and modifyable than "MakeDead" Which is used with the vasari Stripped to the Core ability.
My second question-- Whats the major difference between "RuinPlanet" and "MakeDead". I am curious to know why "RuinPlanet" warranted a spot on the changelog when "MakeDead" seems to fill that role already. I can only assume that Im using the bufftype wrong, or am missing a critical point that brings out some unseen potential.
These questions have been brewing for a very long time, and I'd be very glad and appreciative to have them finally answered.
For randomShip, does a higher weight means a higher probability of spawning?
Nightstar, I expect the mechanism you're seeing is a fade in set on the particle file the beam calls. Removing it would make the beam pop in and out of existence at full brightness.
I wonder if perhaps someone could explain why this planets texture is like this?
Its a volcano planet, and i changed the default texture on it slightly, and when i loaded the game it decided to do this!
That's one of the older planet meshes that isn't spherically mapped. What version of Sins are you modding?
rebellion 1.85 o-o finally got around to having some time again and i figured i should updae my mod for the new dlc, and perhaps get some more things finished for it, one of those things was a new planet that looked like a more settled down and live able volcanic plane(kinda like mars but if the surface of mars was all cracked idea!)
i pulled that mesh outta the 1.83 reference files so i thought it would be decent ish to use!
Which meshes are spherically mapped if i may ask?
Planet_Volcanic_0 should be spherically mapped in the Rebellion Mesh directory.
Ye are yet again a life save, thank you
Thanks for the reply!
I understand what you're saying, but its to my understanding that the beams themselves do not have .particle files. They are instead controlled by a ship's .entity file. For example in the TEC Loyalist Titan's .entity file the beam weapon calls for "Weapon_Tech_TitanBeam_Muzzle.particle" and "Weapon_Tech_TitanBeam_Hit.particle" but the beam's properties itself (save for the fading in/out) is controlled by its own section. Perhaps there is a place or part I am missing? Regardless, thanks for your help!
No idea dude, I try not to think about particle effects.
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