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

 

7,600,093 views 2,761 replies
Reply #2751 Top

Question for anyone familiar with Ability Modding. I am trying to create an ability that casts a buff (a debuff) on a target and at the same time casts a buff (actual buff) on the caster.

Are their any existing sins ability files I can look at that would point me in the right direction?

Reply #2752 Top

Might be a long shot given the age of the game and I imagine many of the technical players have moved on. I did try searching but I cannot find the answer I need.

I created a map for some friends, heavily customized and working on balancing using Galaxy Forge and Notepad for additional edits. 
The map is playable, I added resource asteroids manually to ensure balance and custom extractor rates, but I am missing something, on the uncolonizable planets, the asteroids spawn where i want them, but they do not have the neutral extractor so are unable to be captured, I cannot seem to find a way to add them. 

Looking in the game files I can see a Def Name for neutral extractors but that doesn't seem to work when adding the asteroid or as a planet/template item, i tried changing various conditions and owner tags, but while the game, the extractors are still missing. Searching I did we references to the entity buff, but I am not sure I am using it correctly as there was no example provided.

I feel like I did this years ago and got it working, but I no longer have access to that map.

Reply #2753 Top

Hey there. You might already be aware but have you tried editing the Neutral Asteroid line found in the Planetary Entity file?

 

For example in the Planetary Volcanic entity file I am sure their will be a line which reads something like neutral asteroids 0. You just need to edit it to say a number and populate some more information from a planetary entity that already has neutral asteroids such as the Asteroid field planetary entity. Then they should spawn in.

 

Hope I helped πŸ€”

Reply #2754 Top

Is there a way to edit an ability to were the AI will not use it, without removing the ability form the game?

Reply #2755 Top

Quoting More2Burn, reply 2754

Is there a way to edit an ability to were the AI will not use it, without removing the ability form the game?

 

A solution might be that you could edit the cost of the ability to be so high that a ship or station (entity) would never have enough antimatter to be able to cast the ability.

Reply #2756 Top

Quoting More2Burn, reply 2754

Is there a way to edit an ability to were the AI will not use it, without removing the ability form the game?

The AI will generally not use abilities that do not have autocast on by default. Some exceptions are ultimate abilities and superweapons.

+1 Loading…
Reply #2757 Top

Quoting Ben.Wasden8611, reply 2751

Question for anyone familiar with Ability Modding. I am trying to create an ability that casts a buff (a debuff) on a target and at the same time casts a buff (actual buff) on the caster.

Are their any existing sins ability files I can look at that would point me in the right direction?

Plenty of abilities do this, maybe the Vulkoras Disintegration off the top of my head. You can either do "ApplyTargettedBuffToSelf", then in the buff apply the buff to the target, or ApplyBuffToTarget then do an ApplyBuffToFirstSpawner to get a buff on the caster.

Reply #2758 Top

Hi, I'm trying to get the TEC Rebels' superweapon to "inspire an uprising"β€”in other words, for a small fleet of frigates to spawn at the targeted planet when the cannonshell hits it. The problem is, I cannot get this to work. No buffs I attach to the TEC's existing superweapon buff chain has ever successfully spawned any frigates at all. I would very much like you're guys' help with this.

Reply #2760 Top

Quoting WordCubed, reply 2758

Hi, I'm trying to get the TEC Rebels' superweapon to "inspire an uprising"β€”in other words, for a small fleet of frigates to spawn at the targeted planet when the cannonshell hits it. The problem is, I cannot get this to work. No buffs I attach to the TEC's existing superweapon buff chain has ever successfully spawned any frigates at all. I would very much like you're guys' help with this.

I've done this for the Rebel Alliance superweapon, the Insurrection Center, in Star Wars Interregnum. I don't recall anything out of the ordinary to get it to work, can you share what you've tried?

Reply #2761 Top

Quoting GoaFan77, reply 2760
I've done this for the Rebel Alliance superweapon, the Insurrection Center, in Star Wars Interregnum. I don't recall anything out of the ordinary to get it to work, can you share what you've tried?

The current buff file that is supposed to summon an uprising reads like this:

Code: xml
  1. TXT2
  2. SinsArchiveVersion 194
  3. entityType "Buff"
  4. onReapplyDuplicateType "PrioritizeOldBuffs"
  5. buffStackingLimitType "PerPlayer"
  6. stackingLimit 3
  7. allowFirstSpawnerToStack TRUE
  8. buffExclusivityForAIType "ExclusivePerPlayer"
  9. isInterruptable FALSE
  10. isChannelling FALSE
  11. numInstantActions 2
  12. instantAction
  13.     buffInstantActionType "SpawnShipsAtPlanet"
  14.     instantActionTriggerType "OnDelay"
  15.     delayTime 2.000000
  16.     spawnShipsLevelCount 1
  17.     spawnShips
  18.         minFleetPoints 0.000000
  19.         maxFleetPoints 200.000000
  20.         requiredShipCount 6
  21.         requiredShip
  22.             type "FrigateTechAntiFighterFree"
  23.             minCount 4
  24.             maxCount 4
  25.         requiredShip
  26.             type "FrigateTechSiegeFree"
  27.             minCount 4
  28.             maxCount 4
  29.         requiredShip
  30.             type "FrigateTechUtility0Free"
  31.             minCount 4
  32.             maxCount 4
  33.         requiredShip
  34.             type "FrigateTechUtility1Free"
  35.             minCount 4
  36.             maxCount 4
  37.         requiredShip
  38.             type "FrigateTechAntiModuleFree"
  39.             minCount 4
  40.             maxCount 4
  41.         requiredShip
  42.             type "FrigateTechHeavyFree"
  43.             minCount 4
  44.             maxCount 4
  45.         randomShipCount 0
  46.     spawnShipsArrivalDelayTime 1.000000
  47.     spawnShipsHyperspaceSpawnType "FleetBeacon"
  48.     shouldAdoptFirstSpawnersMinorFactionState TRUE
  49.     spawnShipsMinStartingHullPerc 1.000000
  50.     spawnShipsMaxStartingHullPerc 1.000000
  51. instantAction
  52.     buffInstantActionType "ApplyBuffToSelf"
  53.     instantActionTriggerType "OnDelay"
  54.     delayTime 0.000000
  55.     buffType "BuffCannonShellTechCast"
  56.     effectInfo
  57.         effectAttachInfo
  58.             attachType "Invalid"
  59.         smallEffectName ""
  60.         mediumEffectName ""
  61.         largeEffectName ""
  62.         soundID ""
  63. numPeriodicActions 0
  64. numOverTimeActions 0
  65. numEntityModifiers 0
  66. numEntityBoolModifiers 0
  67. numFinishConditions 2
  68. finishCondition
  69.     finishConditionType "ResearchNotMet"
  70.     researchPrerequisites
  71.         NumResearchPrerequisites 1
  72.         ResearchPrerequisite
  73.             Subject "RESEARCHSUBJECT_LIBERATED_RESISTANCE"
  74.             Level 1
  75.         RequiredFactionNameID ""
  76.         RequiredCompletedResearchSubjects 0
  77. finishCondition
  78.     finishConditionType "TimeElapsed"
  79.     time
  80.         Level:0 180.000000
  81.         Level:1 180.000000
  82.         Level:2 180.000000
  83.         Level:3 180.000000

I have no idea what I'm doing wrong. This should work, right? But the ships never appear at all.

The ResearchNotMet finishCondition is so the regular effects of the TEC superweapon get applied normally, but without the Liberated Resistance research this specific buff will expire before the ships get summoned. With the proper research, the TEC Rebels get a cool bonus of a little fleet appearing at the targeted planet in addition to the regular superweapon effects. And the rest of the buff chain I've built for the TEC Rebel's superweapon works fine! There's no issues at all with it, except for the damned militia never appearing.