Sinperium Sinperium

Modder's "Get-an-Answer" Thread

Modder's "Get-an-Answer" Thread

Answers from Modders, for Modders who "Ask a Question"

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

 

     


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

 

7,603,899 views 2,761 replies
Reply #2526 Top

I seem to be taking up quite a few of these slots lately with my questions, so why break the chain, here's another.

 

I've noticed that the 4X enhanced mod and Star Wars Interregnum ( These are the two I've played with.  I assume other mods do so as well. ) adds more artifacts to the game than the base game has.

 

How precisely would I go about doing similar, and is there any limits I should be aware of?  ( I poked around some of their code a bit but I'm not the most knowledgeable about this stuff so for me my progress is hit or miss on my own, more miss than hit. )

Reply #2527 Top

I think I got the artifact thing working, so trying my hand at something else.

 

Trying to change the Vasari Starbase upgrade that makes temporary phase stabilizer so that the starbase is a permanent phase stabilizer.

 

Evidently... this is trickier than I thought, as this is my first mod attempt that caused the game to crash.

 

These are the files I thought I needed.

 

AbilityPhaseGateStarBase

http://freetexthost.com/iuz3ucv3p5

 

BuffPhaseGateStarBaseSelf

http://freetexthost.com/y5qfo4hemc

 

StarBaseUpgradePhasePhaseGate

http://freetexthost.com/hs5o52teyu

 

After spending about two hours troubleshooting it and trying different ways of getting it to work, I got nothing.  Halp?

Reply #2528 Top

I was having issues with this account for awhile and I just got it fixed back.  If I missed anything needed, let me know.  Thanks.

Reply #2529 Top

OK--I have an old question that, back when I originally asked in 2012 or so no one knew the answer to.  Here it is again as Rebellion is mature and it should be there somewhere.

When creating a custom map template (by text editor), what are the conditions to set the starting race on a particular planet as a fixed faction type?  

For example prior to Rebellion:

 condition
            type "PlanetOwnerIsRaceQuickStart"
            param "Tech"
        owner "PlanetOwner"

This is the old style template and "Tech" achieved this function.  Now that we have Tech "loyalists" and "rebels" (and the other factions have the same permutations) how should each of those six conditions be rendered?

Hopefully someone out there has the answers and is still around.  I had tried the new ones (which I no longer have the references for) back in the day and they didn't work.

Thanks in advance!

Reply #2530 Top

Um...  that ever worked?

 

That condition determines when something spawns, so if your planet is owned by Tech, whatever is there will spawn on game start.  Pretty sure there isn't, and never has been a way to lock the factions, but if there is someone figured it out and never shared with the class.  It's been a frequently bitched about shortcoming in the map designer.

Reply #2531 Top

Hmmm.  It's been more than a couple of years so you may be right.  Thanks for the reply.

But going back to the basic question, if I wanted to use the above, what goes in the place of "Tech", "Psi" and "Phase" when you're dealing with Rebellion variant factions?

Reply #2532 Top

Well, it would be TechRebel or PhaseLoyalist, etc., but the galaxyscenariodef file overrides what is set in the map, and further more, player selection overrides that, so if you are trying to force a faction on someone, it just won't work and the game won't (or at least isn't supposed to) crash if you call out for something that doesn't really exist (like if you made a typo).

 

Now aside from the initial DS conversion to Rebellion without actually having Rebellion to test with, that's kind of what I figured out back in the day. Things may have changed in the time since, but I doubt it.  And of course I don't have any of my Distant Stars mod files or tools anymore, forgot to save them when I upgraded to Win10, so I'm just going off of memory here since I have nothing to look at for reference.

Reply #2533 Top

Quoting Sinperium, reply 2531

Hmmm.  It's been more than a couple of years so you may be right.  Thanks for the reply.

But going back to the basic question, if I wanted to use the above, what goes in the place of "Tech", "Psi" and "Phase" when you're dealing with Rebellion variant factions?

This only works on non-random maps. In the playerCount section at the end you put the overrideRaceName in like you did previously. Use the TechRebel, TechLoyalist like stant said.

You may end up with weird player portraits though if the same faction isn't chosen in the game setup. Basically the race will override the setup selection but you'll end up with the player portrait randomly chosen at game start.

I did some playing around with non-selectable minor factions using this setup. Basically you could create fully AI'd versions of a non-player selectable race that will expand/etc but could have a far limited setup from a full faction. The odd thing is you would get a player portrait/player icon from the available pool of selectable factions.

 

The overrideRaceName apparently was used in the tutorials and probably wasn't fleshed out for normal map play. It would be nice if the overrideRacename also used the associated player portraits and player icon.

Reply #2534 Top

Thanks guys.  I'd tried updating some maps back when Rebellion came out and the TechRebel, etc. didn't work at that point.  Confusion cleared up.  Didn't want to spend hours trial and erroring it.

And I look forward to crushing Stant, driving him before me and hearing the lamentations of his women in Star Citizen.  

I also am an equal opportunity slayer and if you're in SC Zombie, you will feel your pain as well.

:ninja:

Reply #2535 Top

Is there a "Bare Minimum" reference files for Sins of a Solar Empire Rebellion that I can download? What I mean by Bare Minimum is that all the races with there corresponding strings and entities have been taken out of the files so someone can just start adding in new races

Reply #2536 Top

ZombieRus has a mod with a fourth race that is mostly stripped (I think).  Check the links in the first post here about adding a race.

Unfortunately, there isn't (that I know of) a fully stripped out version to use as a template--particularly relating to Rebellion.

There is a tutorial on how to add a race and that will help a lot.  It is in the header here somewhere.  Everything here has a learning curve, exceptions, rules and a lot of it is context sensitive--what you mix together is as important as adding or taking things out.  So it's hard to have a generic template.

Reply #2537 Top

Hi i would like to remove or deactivate some technologies from being researched. In particular, i'm making my own map and i would like that only wormholes would allow interstellar travel. So i must deactivate galaxy travel. I've found various reference research modifiers list, but not where to put theese modifiers. Seek game files, no technologies txt apparent.

Reply #2538 Top

Quoting Seth_Heristal, reply 2537

Hi i would like to remove or deactivate some technologies from being researched. In particular, i'm making my own map and i would like that only wormholes would allow interstellar travel. So i must deactivate galaxy travel. I've found various reference research modifiers list, but not where to put theese modifiers. Seek game files, no technologies txt apparent.

If it is a custom map why not remove any phase lanes from the star to the planet(s) in that system?

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Reply #2539 Top

Hi, I am currently experimenting with buffchains.

Is there a limit hwo complicated a buffchain can be except my imagination? I read there is a limit for the maximal number of  actions a single buff can do, does this limit still exist?

Reply #2540 Top

Check out SOA2 and look at the AbilityX1 set of files.

 

There are limits on individual file contents, such as five instant actions and two periodic actions, but you can chain them together pretty much endlessly.  At some point there has to be a limit to what you can do, but we're talking long integer kind of limit, not really practical.

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Reply #2541 Top

Quoting psychoak, reply 2540
There are limits on individual file contents, such as five instant actions and two periodic actions, but you can chain them together pretty much endlessly

You can have 3 periodicActions in a buff in Rebellion. I know as I have a ability in SoGE, ABILITY_FLEETCOORDINATEALL, that has this. It also had 4 at one point which did trigger an error message that said the maximum is 3.

Reply #2542 Top

Oh right, they changed it...

Reply #2543 Top

Thanks for the replies. I have another question. Is there some workaround to emulate a "HasBuff" finish condition for buffs?

If i use the "ResearchNotMet" finish condition in buffs that are applied to enemy targets, does it check if i have researched the tech or does it check if the enemy has researched the tech?

Reply #2544 Top

Quoting Madriel, reply 2543

If i use the "ResearchNotMet" finish condition in buffs that are applied to enemy targets, does it check if i have researched the tech or does it check if the enemy has researched the tech?

If you are casting the buff, I imagine it should check if you have not researched the tech.

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Reply #2545 Top

Buffs know who owns them, everything is always from the perspective of the caster, even if their ownership changes.

Reply #2546 Top

I recently found a cause for the infamous FixedArray error. It can occur when you have a sound effect that Sins doesn't like. I specifically am having this occur with a bomber's engine sound.

Reply #2547 Top

Hi, while i tried some modding again i run in some issues and would be glad if you can answer some questions.

I tried to apply a buff with "ApplyBuffToSelfWithFilter" but  the buff is not applied. Basicly it is just a copy-paste from a working exisiting ability.

numInstantActions 1
    instantAction
    buffInstantActionType "ApplyBuffToSelfWithFilter"
        instantActionTriggerType "AlwaysPerform"
        buffType "BuffTest2"
        targetFilter
        numOwnerships 1
        ownership "Friendly"
        numObjects 5
        object "CapitalShip"
        object "Frigate"
        object "PlanetModule"
        object "Titan"
        object "Corvette"
        numSpaces 2
        space "Normal"
        space "Phase"
        numConstraints 0

 

Also i would like to know what the costraints "HasAntiMatterShortage" and "HasAntiMatterPool" checks. How low needs antimatter to fall to be considered as shortage or how high to be considered as antimatterpool?

 

Also i found in Zombie's EclipsePlugin files with a "ResearchUnlock" research tree. Is it possible to use this research tree?

Reply #2548 Top

Your trigger type is for periodics.

instantActionTriggerType "AlwaysPerform"

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Reply #2550 Top

Quoting Madriel, reply 2547

Also i found in Zombie's EclipsePlugin files with a "ResearchUnlock" research tree. Is it possible to use this research tree?

It's dead as far as I know. It was something early on in Rebellion where they were considering a new research tree and having the player choose it's faction alignment in game...