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

 

7,600,354 views 2,761 replies
Reply #101 Top

Trying to make a multi-role LRF that can switch fire from one type of missile to another.  I have the anti-fighter, anti module and anti-ship in with research activating them and not having to create an ability for them but I wasn't sure if it could be done sans an ability.

My next torture is to try to make it so only one will fire at a time.  Probably will all have to be abilities and buffs anyway.

Reply #102 Top

You will need to use abilities for that.

Reply #103 Top

I was wondering if anyone can clarify whether the follow hardcoded limits

Increased maximum number of meshes allowed (400->800).
Increased maximum number of textures allowed (1000->2000).

(from the post: "Sins of a Solar Empire v1.19 and Entrenchment v1.05 Change Log"
[ https://forums.sinsofasolarempire.com/374465 ])

apply for the patch 1.191 (original Sins). As stated in the post ... "the engine can now reference 800 meshes and 2000 textures".

Because via testing I can't confirm this to be the case for original Sins (specifically the maximum number of meshes still appears to be around 400)

Reply #104 Top

Hello fellow modders, I know one of the annoying limits in Sins is that we can't create our own weapon types. Yet while I was experimenting with changing the underused Vasari pulse beam into an Ion Cannon, I came across a discovery in the string file that caught my attention. In particular in the section that defines the InfoCard names for weapon types.

...
StringInfo
    ID "IDS_WEAPONCLASSTYPE_GAUSS"
    Value "Gauss"
StringInfo
    ID "IDS_WEAPONCLASSTYPE_ION"
    Value "Ion"
StringInfo
    ID "IDS_WEAPONCLASSTYPE_LASERTECH"
    Value "Laser"
...

Surprisingly I discovered that there was already an Ion type weapon in the string file, even though I wasn't aware of any Vanilla Ion type weapons. Even more surprising, when I actually put "ION" as a weapon type in game, it worked.

So, is this really an unused weapon type, available for any modder to adapt for their own purposes? Or is it actually used in some obscure place that I forgot about?

Reply #105 Top

To add on to the above, if one wishes to make a weapon only affect shields, the damageAffectType "AFFECTS_ONLY_SHIELDS" does the trick.

I haven't seen Ion used in stock Sins ever... Though mind you I barely play vanilla. If it shows up ingame and works, then yeah you should be able to adapt it for any usage.

Reply #106 Top

Is it possible to start a player without any planets and not see the game over screen immediately? I am working on a RPG type mod where I don't want the player to start with any planets but so far it doesn't seem doable.

Reply #107 Top

Quoting SteelFin, reply 106
Is it possible to start a player without any planets and not see the game over screen immediately? I am working on a RPG type mod where I don't want the player to start with any planets but so far it doesn't seem doable.

Impossible, that's a hard coded defeat condition. A useless dead asteroid is about as close as you can get.

Quoting soase-maelstrom, reply 103
I was wondering if anyone can clarify whether the follow hardcoded limits

Increased maximum number of meshes allowed (400->800).
Increased maximum number of textures allowed (1000->2000).

(from the post: "Sins of a Solar Empire v1.19 and Entrenchment v1.05 Change Log"
[ https://forums.sinsofasolarempire.com/374465 ])

apply for the patch 1.191 (original Sins). As stated in the post ... "the engine can now reference 800 meshes and 2000 textures".

Because via testing I can't confirm this to be the case for original Sins (specifically the maximum number of meshes still appears to be around 400)

You're actually one of the few teams modding Vanilla, so you would probably know more than anyone.  Its possible it may have been an unlisted Entrenchment only change. If you are certain its the hardcode you may want to try and Email Blair about it.

+1 Loading…
Reply #108 Top

Quoting GoaFan77, reply 107
You're actually one of the few teams modding Vanilla, so you would probably know more than anyone. Its possible it may have been an unlisted Entrenchment only change. If you are certain its the hardcode you may want to try and Email Blair about it.

Yes, it is what I thought, though I could have missed some reference to the issue buried in the forums.

I'll email Blair for clarification after some further test. Thanks.

Reply #109 Top

Ok--question no one has asked:  Is it possible to change the opacity and/or color of phase lane lines?

Reply #110 Top

Quoting Sinperium, reply 109
Ok--question no one has asked:  Is it possible to change the opacity and/or color of phase lane lines?

*Bump*...anybody?

Reply #111 Top

Quoting Sinperium, reply 110

Quoting Sinperium, reply 109Ok--question no one has asked:  Is it possible to change the opacity and/or color of phase lane lines?

*Bump*...anybody?

I want to say I've seen a phase lane in a texture file, but I don't remember which one. At least I think I saw it.

+1 Loading…
Reply #112 Top

For the ability trigger, onlyAutoCastWhenDamageTakenExceedsPerc, does this refer to hull damage or overall damage? If the former, is there a way to code it for shield damage?

Reply #113 Top

Overall.

Yes

ShieldDamageExceedsAmount

HullDamageExceedsAmount

For separating.

+1 Loading…
Reply #114 Top

So I think the one he is asking about a different parameter. My experience says it is hull damage, but I could be wrong.

http://code.google.com/p/soaseplugin/wiki/Ability

The aiUseTargetCondition can specifically reference Hull OR shield of the unit targetted. You might be able to target self and use the shield aiUseTargetCondition.

http://code.google.com/p/soaseplugin/wiki/aiUseTargetCondition

 

Reply #115 Top

Can i make a frigate whit "Starbase upgrade system?"

I putted this:

statCountType "StarBase"
creationSourceAbility "AbilityGoauldDeployStarBase"
maxUpgradeLevelCount 8
UpgradeTypeCount 9
UpgradeType "StarBaseUpgradeGoauldWeapons"
UpgradeType "StarBaseUpgradeGoauldToughness"
UpgradeType "StarBaseUpgradeGoauldHangar"
UpgradeType "StarBaseUpgradeGoauldTradePort"
UpgradeType "StarBaseUpgradeGoauldBlockColonize"
UpgradeType "StarBaseUpgradeGoauldCityPopulation"
UpgradeType "StarBaseUpgradeGoauldDebrisVacuum"
UpgradeType "StarBaseUpgradeGoauldDirectionalShield"
UpgradeType "StarBaseUpgradeGoauldPhaseGate"

to a frigate type ship entity file to try give aces to an upgrade system such as the starbases have!

The game crashed when i started run.

If somebody would be so kinde and give me the nececery details I would be verry happy!

Thx for All!!

Reply #116 Top

Quoting lordcronos, reply 115
Can i make a frigate whit "Starbase upgrade system?"

Nope, its hardcoded. But you can create a starbase that moves. Just look over the Vasari starbase.

Reply #118 Top

Nope, that is a problem there.

+1 Loading…
Reply #119 Top

Quoting Ryat, reply 113
...ShieldDamageExceedsAmount

Because I'm screwing up, would the whole line be onlyAutoCastWhenShieldDamageExceedsAmount and regardless, was this introduced in Diplomacy or does it work in Ent as well?

Reply #120 Top

Quoting Lavo_2, reply 119

Quoting Ryat, reply 113...ShieldDamageExceedsAmount

Because I'm screwing up, would the whole line be onlyAutoCastWhenShieldDamageExceedsAmount and regardless, was this introduced in Diplomacy or does it work in Ent as well?

Sorry, but you can't make up new keywords which is why I linked the syntax earlier.

It would look something like this which is all version compatible.

aiUseTargetCondition "ShieldDamageExceedsAmount"
onlyAutoCastWhenTargetShieldDamageExceedsAmount
    Level:0 75.000000
    Level:1 0.000000
    Level:2 0.000000

+2 Loading…
Reply #121 Top

Quoting ZombiesRus5, reply 120

Quoting Lavo_2, reply 119
Quoting Ryat, reply 113...ShieldDamageExceedsAmount

Because I'm screwing up, would the whole line be onlyAutoCastWhenShieldDamageExceedsAmount and regardless, was this introduced in Diplomacy or does it work in Ent as well?
Sorry, but you can't make up new keywords which is why I linked the syntax earlier.

It would look something like this which is all version compatible.

aiUseTargetCondition "ShieldDamageExceedsAmount"
onlyAutoCastWhenTargetShieldDamageExceedsAmount
    Level:0 75.000000
    Level:1 0.000000
    Level:2 0.000000

Totally missed those links. Thanks for this!

+1 Loading…
Reply #122 Top

How can i change the size of the ships?

How can i make full new entyti files to an existing mod?

when i make one the mod is crash!

Reply #123 Top

to change the size of ships you would need to use neuborg's resize tool

copy an existing entity that is similar to what you want to a different name, AND ADD IT TO THE entity.manifest(assuming diplomacy/entrenchment)

see above line

harpo

 

Reply #124 Top

Can u give me a link for this neuborg's resize tool?

 

And realy thx for ansvering for my questions!

Reply #125 Top

Just bought this game a few months ago, LOVE IT by the way, but having problems with just loading my first mod. Downloaded the Distant Stars v 1.21 Mod. Updated the Game to v 1.21. Saved the extracted file to the diplomacy-v1.21 folder. Loaded game, went to Mods, loaded the Mod and applied it, screen froze for a second and checksum=0. Started a new random medium map. Nothing seems to have changed. Any ideas from the uber Moding veterans what I am doing wrong?