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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
[SFX] Black Sun SFX/Music Resource for Modders
MODELING & TEXTURING--SOFTIMAGE XSI, 3DS MAX
XSI Texturing, Tutorial
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WIKI'S
Sins of a Solar Empire Official Wiki
That hasn't been my experience actually. Of course I'm only doing this for special strikecraft research, so it may be different for required roletype frigates.
Talking about base sins here, I'm not familiar with your research
That being said, you, Lavo, & many others have done very impressive things, and it's been what, 10+ years y'all have been at it?
Squadrons are the only unit that the AI doesn't think of as a "researchable unit". I don't really know why, just that this is how it is.
Hi Guys,What are the current (Rebellion) hardcoded limits of Total Meshes, Total Textures, Total Sounds?As per the (old) post https://forums.sinsofasolarempire.com/363233/page/1/ they areenum { MAX_NUM_MESHES = 400 };enum { MAX_NUM_FILE_TEXTURES = 1000 };enum { MAX_SOUNDDATA = 2000 };Currently Rebellion usesMeshes: 430Textures: 1303Sounds: 1608PS: ZombiesRus5 has indicated that MAX_NUM_MESHES = 800 meshes for Rebellion
I'd like to know where you read this, do you remember (or have access to) the link?
Here is the link... its a thread from 2012...
https://forums.sinsofasolarempire.com/420759/page/1/
Can you elaborate on how to "turn off the player selection popup that shows the Loyalist and Rebel race."?
I don't understand what you mean there? Can you explain it in a different way?
He can faction lock the carrier out of the AI by switching factions with research in game. Once the AI uses it, no more carriers.
How do you do that? can someone give me step by step instructions for it? I don't need pictures or anything, just some written instructions for an example.
If you look at the RESEARCHSUBJECT_DECLAREFACTION_*.entity files, that should help give you some idea.
Okay so is this I am suppose to do?
1. Duplicate the player race entity files, and rename the file to something else in GameInfo folder?
2. Change this value in the player race entity files?
raceNameStringID "IDS_PLAYERRACENAME_PSILOYALIST"
to
raceNameStringID "IDS_PLAYERRACENAME_PSILOYALISTAI"
3. Then remove the carrier tech or the carrier itself from the frigateInfo or researchInfo lists in the player race entity files.
4. Then change the string info from
ID "IDS_PLAYERRACENAME_PSILOYALIST"
ID "IDS_PLAYERRACENAME_PSILOYALISTAI"
5. Then change the string id in RESEARCHSUBJECT_DECLAREFACTION_*.entity where it says
researchBoolModifiers 1researchModifier modifierType "SetFaction" factionNameID "IDS_PLAYERFACTIONNAME_LOYALIST"
researchBoolModifiers 2researchModifiermodifierType "SetFaction"factionNameID "IDS_PLAYERFACTIONNAME_LOYALIST"researchModifiermodifierType "SetFaction"raceNameStringID "IDS_PLAYERRACENAME_PSILOYALISTAI"
GameInfo\GalaxyScenarioDef.galaxyScenarioDef
search for
playerTypeCount 7
validPictureGroups 5
validThemeGroups 6
these are values from our mod
try searching the file for PlayerTech or whatever they use, to see all the entries needed to make it work
any new entities created need to be added to the entity.manifest located in the root of Sins and needs to be copied to the root of your mod. Dont forget to a +1 to the top count for every entity added.
No WA, that's not how you'd do it.
You'd create an invisible research that only the AI could do, by virtue of being unclickable for the player. The invisible research would do that SetFaction thingy, and you'd make a duplicate of the carrier and lock one to the default loyalist, and one to the rebel. Then when the AI changes it's faction, it's locked out of the carrier.
I know what you are talking about but the way you explained it I have no clue what yur talking about
I have done this by making a null brush set for the button, make it reference the button sheet but use [0, 0, 0, 0] which is very top left of sheet but 0 px wide and 0 px tall, call it NULL_Brush.
brush name "HUDICON_NULL" content "Simple" fileName "UI_SHARED-HudIcons" pixelBox [ 0 , 0 , 0 , 0 ]
I also use a Null_mesh, Null_String in the mod
Does anyone know exactly what the "renderShield TRUE" in the entity file does or means ?
I am removing just the actual physical shields from the game that you can see not the shield points. Planet modules have no actual shield meshes but they still say "renderShield TRUE".
Not having a shield mesh on a ship with shields is a bad idea. All the hits to the ship are at a single point away from ship until the shields are gone. The render lights up the shield when hit.
planet module
MaxShieldPoints 0.000000ShieldPointRestoreRate 0.000000maxShieldMitigation 0.000000
so render true with nothing to render
It is also worth nothing that even ships without shields should have a shield mesh as the shield mesh in Sins is actually the collision mesh. So if a ship doesn't have shields, make a copy of the main mesh, get rid of the hardpoints, and have the texture lines be blank, ex. ( DiffuseTextureFileName "" ), and use that as the shield mesh. This is also useful if you want to have "hull hugging" shields.
To answer the original question, if renderShield is set to FALSE, even if the ship has shield points, the shield shader will not show up and weapons will impact the shield mesh as if the shields were down.
That also makes for a huge poly count for a shield mesh. I don't recommend that for a lot of ships.
Better off doing what psy did for the Borg. No shields, lots of armour with regeneration...
Has anyone heard of this issue before? I saw it for the first time ever today.
Assert @ D:\projects\SINS\SinsRebellion\main\CodeSource\Engine/DataStructures/List.h(431)i != End()
It isn't a huge problem. Poly count isn't too much of an issue in Sins so long as they're under 25k or so.
Interesting. This likely explains some of the odd hit effects I've seen with BSG ships with decimal point shields with no regeneration and shield mitigation.
Do you mean for collision detection when ships are moving? I've seen odd behavior even with ships that have shields that makes it appear Sins is assuming a certain size for collision detection.
It is a big waste of RAM though. We've seen noticeable performance improvements since switching to Sins style shield meshes, especially by players on the lower end of PCs.
Ideally the shield mesh should be specially made as basically an extremely low detail outline of the hull even for "hull hugging" style shields, but that of course requires modeling skills and time a lot of us don't have.
I have a few questions please.
Can buff entities be applied to certain ships without using invaluable ability slots? For example, a hidden buff that disables the jump drives of all frigates or just specific types of frigates. I mean "hidden" as always applied to the ships without using one of the four ability slots, and still showing up on the infocard "Phase Jump Disabled." Or a buff that increases mitigation.
Can planets be made to generate a set amount of crystal, metal, and credits? What about buildings and Starbases?
Can ships (such as the Constructor Frigate) be made to start constructing items in a gravity well, even if it's not colonized?
Is it possible to construct buildings through a Starbase?
Where is the location of the Neutral Extractor in the files?
I would greatly appreciate some help from the titans of modding.
Can anybody tell me what are the last limits with the amount of weapons by type of units? how many points can I add by space model?
The point is how I am making a new mod from a non-Star Wars universe and I would like know it.
Use an orbital structure that uses the ability on the ships in range or in the planets well.
Make a copy of the planet entity, add it to the entity manifest and in the GSD templates, set each how you like.
Resources are only allowed to be set in planet entity. You could apply bonuses to structures in the well that increase that like a tec refinery.
not sure
No
I've done quite a few of these, but you need ways to get them on the ships. See AbilityJemHadar in SOA2 for an example. It restricts the Jem'Hadar related abilities to only their ships, excluding the Cardassians and Breen.
Yes, but this could be a very bad idea. There are buffs you can use to create resources and money, but you need to be careful about throwing periodics on everything for CPU utilization reasons.
No. Construction via the constructor frigates is a hardwired behavior, you can only "build" through the menu that requires an owned planet to access. You can however build without them using abilities to spawn specific structures with a ship.
Yes, indirectly. You could construct buildings with an ability. You'd spawn a frigate with an ability, and then use that frigate to make the structure desired.
I believe that is the TECH version of the extractor.
Thanks for the help!
I'm trying to disable the jump drives of all frigates and corvettes in the game, as soon as they are produced and as long as they live, to simulate the fact that jump drives aren't installed on smaller ships (in my mod). I would then create an ability for the Mothership that temporarily enables their jump drives with the remove buff property and extends a particle effect (particle effect already created) around the ships, simulating it creating a "Jump Portal" for the smaller ships to enter. Would the best way be to create an ability for every entity like planets, suns, asteroids, etc., disabling the jump drives of all frigates and corvettes with the target filter property, or is this even possible?
I was trying to allow planets to generate credits and resources all on its own, independent of population, extractors, refineries, or trade hubs to simulate planetary mines while the asteroids above the planet represented asteroid fields. I'm thinking a possible way is through planet bonuses or planet upgrades. There's a planet bonus for x more tax income per second, but planets automatically receive these bonuses and the player doesn't have to pay anything. Plus it doesn't give x amount of resources per second. The only other possible way I can think of is through planetary upgrades, specifically the "Home" one. But it seems that the modifier used can only modify the home planet, of which there can be only one I'm guessing?
homePlanetTaxRateBonus 4.000000homePlanetMetalIncomeBonus 0.400000homePlanetCrystalIncomeBonus 0.400000
So I can't just add these to another ability and remove the "home" part in these lines. Maybe there is a way to make every planet able to be set to "Home" or even a different way to generate x credits and resources?
Would applying such an ability to all galactic bodies such as planets, suns, etc. work? I could set the target filter to only frigates and corvettes and the owner to neutral, enemy, friendly, and self (I think?).
Yeah this would be a bad idea, especially since the player should pay for these super abilities and wait a long time for them.
So whichever ship is assigned the module construction and deconstruction abilities has access to the build menu? Does the ship have to have these properties?
frigateRoleType "ModuleConstructor"statCountType "FrigateConstructor"
How would you do this? I played around with it for a little while and only got to spawning the siege and combat turrets, which are defined as frigates and are spawned in with the "create frigate" ability, which is very interesting. Can you spawn in buildings directly without turning the buildings into frigates? If not, then how could you spawn a defense hangar or a refinery as a frigate for example?
I cannot find anywhere where it makes it invulnerable, capturable, and not able to be scrapped. It has to be somewhere in the haystack.
Thanks!!
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