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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
3dS Model Exporter
3DS Max Rigging, Texturing & Exporting, Guide
Modding/Modelling/Texturing/Converting, Tutorials
WIKI'S
Sins of a Solar Empire Official Wiki
Perhaps they were based of the mining platforms found from time to time in Asteroid belts?
I found out how they did it. They used the Galaxy Scenario template file to spawn in different starbase constructors in certain gravity wells, which were set to automatically build their respective starbases (a different type for each one). Amazing when you think about it.
I'm guessing that Stars (or whatever it was) gave every planet the phase node property as a passive ability, but I don't really know. I found a thread that pertains: https://forums.sinsofasolarempire.com/309747/page/1/ Could someone shed some light on this?
Also, I have the construction ship in-game, and I've set it to be able to spawn five different modules, one for each ability. However, whenever I try to spawn something at the sun, the game crashes. The example of a similar ability I looked at had the cost as AntimatterAndMustNotBeAtStar or something like that, so there must be some strange reason for all this. What's going on?
Another thing that's really been bugging me is that when I edit the text in the English strings file, everything goes fine for the first few edits, then after a while random ship/ability names and descriptions start appearing as "string not found", even after editing the total string count at the top of the file. Any ideas?
I have been having trouble converting .xsi files to .mesh, specifically I get the following error:
C:\ConvertXSI>C:\ConvertXSI\convertxsi C:\ConvertXSI\Lunarclass.xsi C:\ConvertXSI\New\Lunarclass.mesh
Ignoring unknown material type (24): DefaultLib.Scene_MaterialIgnoring unknown material type (24): DefaultLib.Material1Ignoring unknown material type (24): _3ds_scene_root.CubeClsTEX_TITANTEXBounding Information Calculated - Radius:-1.00Optimizing...Pre-Optimization Vertex Count = 0Post-Optimization Vertex Count = 0
C:\ConvertXSI>
Currently, I use the following process to get models from Blender to SOFTIMAGE(version 4.2, no activation key):
OK so I start by exporting the model from blender as a .3ds (My SOFTIMAGE will not import .obj, I have considered that this might be my problem). The next step is importing the .3ds to SoftIMAGE, I then freeze it and deselect the object. Afterwards I export it as a "dotxsi" (version 3.6), the model I am working with is a Lunar Class Cruiser from Warhammer 40K, it has ~1500 vertices.
The game does not support having planetary modules at the sun.
Not sure how they did it, but it would be pretty easy to put an ability on a scout to drop a phase node at every planet it visits.
That's strange and interesting, never knew that. Thanks!
Yeah I guess I'll try something like that. But if I put a passive ability on every planet that allowed it to be "IsPhaseNode", I wonder if every faction could use it?
By default the phase gate endpoint only works for the player spawning it.
There is however a research modifier which allow allies to use your phase gates. http://zombiesrus5.com/wiki/doku.php?id=rebellionmodifiertypebool
By default the phase gate endpoint only works for the player spawning it. There is however a research modifier which allow allies to use your phase gates. http://zombiesrus5.com/wiki/doku.php?id=rebellionmodifiertypebool
So giving every planet the phase node property will have no effect?
Yes, but you have to do it for every player. You could have a trade ship spawn for each player in every gravity well and apply the buff to it before blowing up.
Sounds great, I will do that. Thanks guys!
What sort of abilities can fighter squadrons have? For example, I would like to add a self-destruct ability to a squad to be activated at the user's discretion. I heard that they can only be equipped with AOE abilities, since they are many entities and yet one?
Very limited. Having to use AoE is the big limitation since you cannot use "ApplyBuffToSelf", as the ability is on the squad but the squad does not physically exist. A self destruct will probably work, but it can be a little hard to know exactly where the AoE will be centered at.
Ok, I guess I can experiment now with at least some confidence.
There is an ApplyBuffToLinkedSquad for getting things onto fighters from the home ship, and yes, it does apply to the actual fighters, not the squad. You can detonate them from that.
That's what this thread is for!
Interesting, I will definitely try this, thanks!
Rather than try and explain things, I will recommend watching this video, but instead of Crosswalk'ing an .XSI, go to Import and then select .OBJ or .FBX [do the latter if you can].
I have a pact bonus with the following for modifiers:
researchModifier modifierType "PopulationGrowthRateAdjustment" baseValue 0.000000 perLevelValue 0.100000researchModifier modifierType "PlanetUpgradeCostAdjustment" baseValue 0.000000 perLevelValue 0.125000 linkedPlanetUpgradeType "Invalid"researchModifier modifierType "PlanetUpgradeBuildRateAdjustment" baseValue 0.000000 perLevelValue 0.125000 linkedPlanetUpgradeType "Invalid"
In dev exe this likes to sprout the following errors for some reason (I've tried slapping the modifiers individually to other, working, pacts with the same result):
Assert @ D:\projects\SINS\SinsRebellion\main\CodeSource\GS/Window/InfoCards/PlayerScreenInfoCard.cpp(892)false
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Assert @ D:\projects\SINS\SinsRebellion\main\CodeSource\GS/Player/PlayerResearch.cpp(1271)modifierType != ResearchFloatModifierType:PlanetUpgradeCostAdjustment
Assert @ D:\projects\SINS\SinsRebellion\main\CodeSource\GS/Player/PlayerResearch.cpp(1270)modifierType != ResearchFloatModifierType:PlanetUpgradeBuildRateAdjustment
Are these errors something I should worry about or are they typical harmless Sins being Sins ones, as the modifiers do work?
It doesn't like Invalid. There are a few things where Invalid "works" but errors the shit out of things.
It gives the same error even when I specify a planet type. The oddity here is, which I forgot to mention, is that these modifiers are copied from a regular research item, which does not spew these errors. Only when they are used in a pact bonus do they generate these errors.
Hey Guys!
I'd like to change some economy aspects of the game. For instance I'd love to change the way ships take upkeep in a way that every ship takes individual upkeep instead of the global percentage wether or not you actually have any active ships. I came up with a passive ability on a frigate just to try it out:
----------------------------------------------------------------------------------------------------------------------
F_Ability_FrigUK
TXTentityType "Ability"buffInstantActionType "ApplyBuffToSelf"instantActionTriggerType "AlwaysPerform"buffType "F_Buff_FrigUK"effectInfo effectAttachInfo attachType "Invalid" smallEffectName "" mediumEffectName "" largeEffectName "" soundID ""needsToFaceTarget FALSEcanCollideWithTarget TRUEmoveThruTarget FALSEisUltimateAbility FALSEmaxNumLevels 1levelSourceType "FixedLevel0"aiUseTime "Invalid"aiUseTargetCondition "Invalid"isAutoCastAvailable FALSEisAutoCastOnByDefault FALSEpickRandomPlanetToExploreForAutoCastTarget FALSEignoreNonCombatShipsForAutoCastTarget FALSEonlyAutoCastWhenDamageTakenExceedsPerc 0.000000useCostType "Passive"researchPrerequisites NumResearchPrerequisites 0 RequiredFactionNameID "" RequiredCompletedResearchSubjects 0nameStringID "F_ability_phaserupgrade_name"descStringID "F_ability_phaserupgrade_desc"hudIcon "F_res_icon_akirarefit"smallHudIcon "F_res_icon_akirarefit"infoCardIcon ""
F_Buff_FrigUK
TXTentityType "Buff"onReapplyDuplicateType "PrioritizeNewBuffs"buffStackingLimitType "ForAllPlayers"stackingLimit 1allowFirstSpawnerToStack FALSEbuffExclusivityForAIType "ExclusiveForAllPlayers"isInterruptable FALSEisChannelling FALSEnumInstantActions 0numPeriodicActions 0numOverTimeActions 1overTimeAction buffOverTimeActionType "EarnCredits" earnRate Level:0 -20.000000 Level:1 0.000000 Level:2 0.000000 Level:3 0.000000numEntityModifiers 0numEntityBoolModifiers 0numFinishConditions 1finishCondition finishConditionType "OwnerChanged"
There are no error messages. When I check out the ability ingame it shows me the effect on the ability but it has no real effect on my income rate.
I'd appreciate any help
onReapplyDuplicateType "PrioritizeNewBuffs"
As a passive that is applied whenever it can be, this means it replaces itself continuously and will never do anything, switch it to old.
Thank you psychoak!
Another thing I was wondering about: Are there any 360 degree skyboxes? If so, I'd love to get my hands on them.
I have one question. Perhaps somebody can answer it. What controls the amount of pirate ships attacking you?
I believe that all is controlled in the gameplay.constants file under a header of pirateRaidDef.
Thanks by the answer.
you have an errounous return line in descStringID. It's likely not counting it as present, causing the string to not be found.
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