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

 

7,601,167 views 2,761 replies
Reply #2651 Top

Quoting Creativenamedforafish, reply 2650

I have had trouble with XSI, does anyone mind if I interject?

Quoting JoshuaTedder,

How did Distant Stars allow the player to jump to any visible planet and how did Sins of the Fallen add in moons?  I know that they were classed as starbases but somehow they were automatically built in random gravity wells and were neutral capturable entities.

I'm sorry for all these questions, I'm trying to make a mod very different from the base game. :D

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? :D

 

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?

Reply #2652 Top

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_Material
Ignoring unknown material type (24): DefaultLib.Material1
Ignoring unknown material type (24): _3ds_scene_root.CubeClsTEX_TITANTEX
Bounding Information Calculated - Radius:-1.00
Optimizing...
Pre-Optimization Vertex Count = 0
Post-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.

Reply #2653 Top

Quoting JoshuaTedder, reply 2651

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?

The game does not support having planetary modules at the sun.

Quoting JoshuaTedder, reply 2651

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?

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.

 

 

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Reply #2654 Top

Quoting ZombiesRus5, reply 2653


Quoting JoshuaTedder,

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?



The game does not support having planetary modules at the sun.

 

That's strange and interesting, never knew that.  Thanks!

Quoting ZombiesRus5, reply 2653

Quoting JoshuaTedder,

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?



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.

 

 

 

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?

Reply #2655 Top

Quoting JoshuaTedder, reply 2654

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

 

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Reply #2656 Top

Quoting ZombiesRus5, reply 2655


Quoting JoshuaTedder,

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

 

 

So giving every planet the phase node property will have no effect?

Reply #2657 Top

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.

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Reply #2658 Top

Quoting psychoak, reply 2657

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!

Reply #2659 Top

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?

Reply #2660 Top

Quoting JoshuaTedder, reply 2659

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.

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Reply #2661 Top

Quoting GoaFan77, reply 2660


Quoting JoshuaTedder,

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. :D

Reply #2662 Top

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.

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Reply #2663 Top

Quoting JoshuaTedder, reply 2661

Quoting GoaFan77,


Quoting JoshuaTedder,


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. :D

That's what this thread is for!

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Reply #2664 Top

Quoting psychoak, reply 2662

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.

Interesting, I will definitely try this, thanks!

Reply #2665 Top

Quoting Creativenamedforafish, reply 2652
I have been having trouble converting .xsi files to .mesh, specifically I get the following error:

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].

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Reply #2666 Top

I have a pact bonus with the following for modifiers:


researchModifier
    modifierType "PopulationGrowthRateAdjustment"
    baseValue 0.000000
    perLevelValue 0.100000
researchModifier
    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?

 

Reply #2667 Top

It doesn't like Invalid.  There are a few things where Invalid "works" but errors the shit out of things.

Reply #2668 Top

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.

 

Reply #2669 Top

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

TXT
entityType "Ability"
buffInstantActionType "ApplyBuffToSelf"
instantActionTriggerType "AlwaysPerform"
buffType "F_Buff_FrigUK"
effectInfo
    effectAttachInfo
        attachType "Invalid"
    smallEffectName ""
    mediumEffectName ""
    largeEffectName ""
    soundID ""
needsToFaceTarget FALSE
canCollideWithTarget TRUE
moveThruTarget FALSE
isUltimateAbility FALSE
maxNumLevels 1
levelSourceType "FixedLevel0"
aiUseTime "Invalid"
aiUseTargetCondition "Invalid"
isAutoCastAvailable FALSE
isAutoCastOnByDefault FALSE
pickRandomPlanetToExploreForAutoCastTarget FALSE
ignoreNonCombatShipsForAutoCastTarget FALSE
onlyAutoCastWhenDamageTakenExceedsPerc 0.000000
useCostType "Passive"
researchPrerequisites
    NumResearchPrerequisites 0
    RequiredFactionNameID ""
    RequiredCompletedResearchSubjects 0
nameStringID "F_ability_phaserupgrade_name"
descStringID "F_ability_phaserupgrade_desc"
hudIcon "F_res_icon_akirarefit"
smallHudIcon "F_res_icon_akirarefit"
infoCardIcon ""

F_Buff_FrigUK

TXT
entityType "Buff"
onReapplyDuplicateType "PrioritizeNewBuffs"
buffStackingLimitType "ForAllPlayers"
stackingLimit 1
allowFirstSpawnerToStack FALSE
buffExclusivityForAIType "ExclusiveForAllPlayers"
isInterruptable FALSE
isChannelling FALSE
numInstantActions 0
numPeriodicActions 0
numOverTimeActions 1
overTimeAction
    buffOverTimeActionType "EarnCredits"
    earnRate
        Level:0 -20.000000
        Level:1 0.000000
        Level:2 0.000000
        Level:3 0.000000
numEntityModifiers 0
numEntityBoolModifiers 0
numFinishConditions 1
finishCondition
    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 :)



Reply #2670 Top

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.

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Reply #2671 Top

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.

Reply #2672 Top

I have one question. Perhaps somebody can answer it. What controls the amount of pirate ships attacking you?

Reply #2673 Top

Quoting Nomada_Firefox, reply 2672

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.

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Reply #2675 Top

 

Quoting JoshuaTedder, reply 2644

No matter what I do, it doesn't want to work.  In this version, the ship is disabled but the resource extraction rate does not change and the name/description reads "string not found," even though I indicated which string to read in the English file.  I did add the ability and the two buffs to the Entities file.  Though when I changed the extraction rate bonus to a periodic action with a pulse interval, it worked!  I don't understand this very much. :(  Shouldn't this be a valid buff chain?

 

TXT
entityType "Ability"
buffInstantActionType "ApplyBuffToSelf"
instantActionTriggerType "AlwaysPerform"
buffType "BuffIndustrialCoreSelf"
needsToFaceTarget FALSE
canCollideWithTarget TRUE
moveThruTarget FALSE
isUltimateAbility FALSE
maxNumLevels 4
levelSourceType "FixedLevel0"
minExperienceLevelRequired
Level:0 0.000000
Level:1 0.000000
Level:2 0.000000
Level:3 0.000000
aiUseTime "NotInCombat"
aiUseTargetCondition "Any"
isAutoCastAvailable TRUE
isAutoCastOnByDefault TRUE
pickRandomPlanetToExploreForAutoCastTarget FALSE
ignoreNonCombatShipsForAutoCastTarget TRUE
onlyAutoCastWhenDamageTakenExceedsPerc 0.000000
useCostType "AntiMatter"
antiMatterCost
Level:0 0.000000
Level:1 0.000000
Level:2 0.000000
Level:3 0.000000
cooldownTime
Level:0 300.000000
Level:1 300.000000
Level:2 300.000000
Level:3 300.000000
orderAcknowledgementType "ONGENERALORDERISSUED"
researchPrerequisites
NumResearchPrerequisites 0
RequiredFactionNameID ""
RequiredCompletedResearchSubjects 0
nameStringID "IDS_ABILITY_SIEGEMODE_NAME"
descStringID "IDS_ABILITY_SIEGEMODE_DESCRIPTION"
hudIcon "HUDICON_ABILITY_POWERSURGE"
smallHudIcon "HUDICON_ABILITY_POWERSURGE"
infoCardIcon ""

 

you have an errounous return line in descStringID. It's likely not counting it as present, causing the string to not be found.