skin, unit_skin, unit_skin_definition

Adding new capital ships into the game

https://mod.io/g/sins2/m/rrr#description

Hello all and thank you in advance,

I have previously modded Sins 1 and Rebellion but that was many years ago.

I am currently playing with the mod RRR, current version.

I want to add an extra capital ship for each race to this mod for personal use. I am starting by adding an ISD2 from SOGE.

I am stuck at this phase of modding:

unit_skin_definition not found. id='imperial_isd2' source='C:***\sins2\mods\MARK1\entities\imperial_isd2.unit : skin_groups[1]..skins[1]'

Found errors for C:\***\sins2\mods\MARK1\entities\imperial_isd2.unit
- unit_skin_definition with id 'imperial_isd2' does not exist. source=C:\***\sins2\mods\MARK1\entities\imperial_isd2.unit : skin_groups[1]..skins[1]
- skin does not have matching stages to the unit : imperial_isd2
- unit_skin_definition with id 'imperial_isd2' does not exist. source=C:\***\sins2\mods\MARK1\entities\imperial_isd2.unit : skin_groups[1]..skins[1]

 

For testing purposes the unit file has the weapons, health, experience, and builds of the Kol (trader_battle_capital_ship).
The unit does use the weapon mesh points as designed but has normal TEC weapons assigned instead.

The section in reference for the first error:
"skin_groups": [ { "skins": [ "imperial_isd2"] }],

The "entities" folder does have an imperial_isd2.unit_skin file (I should have copied all applicable files, such as meshes, textures, etc.).

 

Thus, what is the error stating when it states "unit_skin_definition not found"
Is there another file I have overlooked that lists definitions?

 

-Mark

6,219 views 2 replies
Reply #1 Top

I understand that there were missing manifests for RRR because it uses the base manifests as it adds no new ships.

As those have been properly replaced and amended, the game loads and I get the following errors after I spawn the ship:
unit_skin = imperial_isd2
weapon = trader_carrier_capital_ship_point_defense_beam
instance mesh_point = child.pdturret_mount_0

Turret mesh not found in child_mesh_alias_bindings.

unit_skin = imperial_isd2
weapon = trader_carrier_capital_ship_point_defense_beam
name = pdturret_mount_0

It seems that the game does not like the mesh_point and it doesn't matter if I leave it as the ISD's original point or name it to the TEC point, it gives these errors either way.

Reply #2 Top

With guidance from GeneralHavoc(GEP) changing the weapons:
    "weapons": {
        "weapons": [
            {
                "weapon": "trader_carrier_capital_ship_point_defense_beam",

In the unit file necessitates a need to also add in the corresponding child_mesh_alias_bindings in the unit_skin file:

                    {
                        "mesh_alias_name": "pdturret_barrel_0",
                        "mesh_definition":
                        {
                            "mesh": "trader_asset_pdturret_barrel_0",
                            "shader": "ship",
                            "is_shadow_blocker": true
                        }
                    },
                    {
                        "mesh_alias_name": "pdturret_mount_0",
                        "mesh_definition":
                        {
                            "mesh": "trader_asset_pdturret_mount_0",
                            "shader": "ship",
                            "is_shadow_blocker": true
                        }
                    },

 

Must also be certain that any weapon effects and abilities added or modified are included in the unit_skin file, such as:
                "effect_alias_bindings": [
            {
                "alias_name": "trader_point_defense_beam_weapon_beam",
                "alias_binding":
                {
                    "beam": "trader_point_defense_beam_weapon_beam",
                    "sounds": ["weapon_psisupportbeamlight_travel"]
                }
            },

            {
                "alias_name": "trader_siege_capital_ship_raze_planet_muzzle",
                "alias_binding":
                {
                    "particle_effect": "trader_siege_capital_ship_raze_planet_muzzle",
                    "sounds": [
                        "ability_muzzle_razeplanet"]
                }
            },
            {
                "alias_name": "trader_siege_capital_ship_raze_planet_travel",
                "alias_binding":
                {
                    "particle_effect": "trader_siege_capital_ship_raze_planet_travel"
                }
            }]

 

Similarly, corresponding sounds in the same file.