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

 

7,618,818 views 2,761 replies
Reply #626 Top

Well it's pointing to it but still not working. o_O

 

orbitBodyType    
    typeName "AsteroidBelt"
    entityDefName "PlanetAsteroidBelt"
    defaultTemplateName "Template:DefaultStart_AsteroidBelt"

 

Here is the paste-bin file for the whole galaxyScenarioDef file. Goa since you've already got the FrontEnd, you could enable this overtop of DS if you wanted to dig into it more.

 http://pastebin.com/aqk8ZwxR

 

I'm really confused as to what could be causing this to not work. Like you said, it looks like it's all correct.

Reply #627 Top

Do they spawn when you set the chance to 1.0?

Reply #628 Top

Quoting GoaFan77, reply 627
Do they spawn when you set the chance to 1.0?
End of GoaFan77's quote

 

Nope ... is there a specific type I need to put in for them to spawn in stead of 'NoPlanetOwnerWithChance'?

Reply #629 Top

All you have is NoPlanetOwnerWithChance and PlanetOwnerIsMilitiaWithChance.

Reply #630 Top

:S

Reply #631 Top

It's a cruel world.

Reply #632 Top

Quoting boshimi336, reply 628
Nope ... is there a specific type I need to put in for them to spawn in stead of 'NoPlanetOwnerWithChance'?
End of boshimi336's quote

If they don't spawn with 1.0... then try with Always. If that doesn't work, then there must be something causing the game not to find the template in the first place.

Edit:

Quoting Sinperium, reply 632
It's a cruel world.
End of Sinperium's quote

I now understand where your mod name came from. ;)

Reply #633 Top

You are in fact correct--modding has jaded my view of the world.

Reply #634 Top

I'll give this a shot tonight. If I can get it to work with "Always", how can I make it a percentage chance to spawn? Will the param ".4" still work with this designation?

Reply #635 Top

Quoting boshimi336, reply 634
I'll give this a shot tonight. If I can get it to work with "Always", how can I make it a percentage chance to spawn? Will the param ".4" still work with this designation?
End of boshimi336's quote

No, the always is just to test that the game is finding the templates correctly. If they do spawn then the game can find the templates and its something weird with the spawning conditions. If nothing spawns on always then your spawning conditions are probably right, just a reference in the GSD is messed up somewhere...

Reply #636 Top

Goa, have you managed in your 4X Mod to get ships and the Tech Military Drill to spawn at Asteroid Belts?

Reply #637 Top

Nope, no dice. I've gone over it and it looks correct. Can you confirm that you are getting the correct templates (both TechMilitaryDrill and the other standard) to spawn in your 4X mod Goa? If that works, try setting it up so that pirate militia as I've gotten setup will spawn. Thanks.

Reply #638 Top

Quoting boshimi336, reply 637
Nope, no dice. I've gone over it and it looks correct. Can you confirm that you are getting the correct templates (both TechMilitaryDrill and the other standard) to spawn in your 4X mod Goa? If that works, try setting it up so that pirate militia as I've gotten setup will spawn. Thanks.
End of boshimi336's quote

Well only the random event spawns on the asteroid belt in my mod... maybe tell it to use the plasma storm default start and see if that works.

Reply #639 Top

I'll dig into that tomorrow evening when I get done with work. Just got done a few hours ago and have to wake up in the morning. As a note, I could not get the random event to spawn in mine. I'll try leaving in just the random even next time to see if that will solve it as well.

Reply #640 Top

So ... both in the 4X mod that I have ... as well as the new 1.1 version, as well ... as VANILLA DIPLO!!!! I get this error now.

 

I think I broke Sins. -_-' Also, my DS menu music is gone. :fuzzy:

 

Reply #641 Top

Ok a few questions and I hope they don't already exist, (the forums google search engine is not very good)

 

1: How can I get a Beam weapon ability like clensing brilliance to shoot from multiple hardpoints.

I put 8 ability hardpoints on my mesh and I can get a clone of phase missiles to spam missiles out of all 8 points but I can't get clensing brilliance to shoot/channel 8 beams.

I am not even sure how to make missiles do this, all I have managed to do is increase the number of targets and added a point stagger delay so they are forced to use another hardpoint.

I tryed to make clone a missile ability that hits anything inside the aoe which sort of works with Gauss cannons, tho it not randomly hits anything, and it shoots sideways thro the ship if there are no targets in front of it even if its got "Mustbeinfront TRUE" thingy checked.

 

 

2: How do I give ships "pushing power" or "Ramming power" at the moment my MASSIVE TITAN with 30000 mass comes steaming into a fight but wait there is a tiny wee scout frigate in front of it, so it kinda stops and trys to work its massive bulky hitbox round this tiny ship, It looks sooo wrong, they also get jammed in by groups of smaller ships and can't move.

it it possible for ships to push other ships out the way? I noticed the Vasarii station can sort of do this?



3: Can you make ship/class specific XP gain, Or Lower XP gain on certain ships? With the titan exp comming out soon I hand an idea and made a quick mod that adds a "Titan" to each race using stolen Eve-Online titan Models, it costs 10x the price(first 1 is free), and it starts with only Capital ship stats and about 2x damage.  Each level it gains 600-1000 shields/hull, 15% damage, +2-4 Regen etc. at level 1 they die to a basic station, at level 5 they can badly wound an upgraded station, at level 10 with research they kill a fully upgraded station.

My issue is.. they Level so Fast!  just killing pirates gets you level 4, a few battles later on your 10 and raping stuff, i need this to happen later on in the game. is it possible to make Just these ships need more XP to level?

 

 

oh and finally after you have given a ship a 5th passive ability using the hidden 5th ability is there a way to turn off that hideously annoying .Dev spam! button covered Alarm Alarm Alarm, button covered Alarm Alarm Alarm, button covered Alarm Alarm Alarm

+1 Loading…
Reply #642 Top

A lot of guesses here as I am working and don't have time to check so someone please jump in later that knows.

  1. I may be wrong but I think the "focus fire" may be the problem--and the particle effect I think is oriented on the ship and made to shoot forward (I am guessing which I normally don't for "advice" but there it is).
  2. More mass in the entity file but you'll have to experiment.  Look at starbase masses as an example.  it's a relative things, so the mass of the bigger ship divided by the mass of the smaller is what will determine the ratio needed to succeed.  Also look at the Distant Stars black hole ability and buffs for gravity.  That will give you some clues and a testbed.
  3. Another guess, but it may be possible to create a ship ability that buffs xp on that ship alone. You can change the lefvel experience per ship needed.
  4. I think the dev thing is something you're stuck with.  I hate them too and some are unavoidable.  be careful with abilities that will be really numerous and have lots of calls--can really bog down or even crash the game on CPU cycles.

 

Reply #643 Top

thx for the fast reply

Mass Transcendence has "ExperienceAwardedAdjustment" +25.0%

researchModifier
    modifierType "ExperienceAwardedAdjustment"
    baseValue 0.000000
    perLevelValue 0.250000

I could change it to -25% and add it to my passive jump immunity ability

but thats a research modifier, I can't find an entityModifier for Experience I checked http://code.google.com/p/soaseplugin/wiki/Buff

 also https://forums.sinsofasolarempire.com/363298 and https://forums.sinsofasolarempire.com/306405 nothing for xp is listed

Can I use a research modifier as an... numEntityModifiers?

numEntityModifiers 1
entityModifier
    buffEntityModifierType "ExperienceAwardedAdjustment"
    baseValue
        Level:0 -0.250000

 

won't this just decrease all XP gains for all ships by 25% for each ship I have out?

only xp ability I can find is Advent colony, but that uses  buffInstantActionType "ResurrectCapitalShip"

Reply #644 Top

Quoting silencedhawk, reply 643
Can I use a research modifier as an... numEntityModifiers?
End of silencedhawk's quote

Nope, completely separate.

Quoting silencedhawk, reply 643
won't this just decrease all XP gains for all ships by 25% for each ship I have out?
End of silencedhawk's quote

Just 25% period. If you destroyed 400 exp worth of ships only 300 of it would be distributed evenly among all less than level 10 capitalships in the gravitywell.

Quoting silencedhawk, reply 641
3: Can you make ship/class specific XP gain, Or Lower XP gain on certain ships? With the titan exp comming out soon I hand an idea and made a quick mod that adds a "Titan" to each race using stolen Eve-Online titan Models, it costs 10x the price(first 1 is free), and it starts with only Capital ship stats and about 2x damage. Each level it gains 600-1000 shields/hull, 15% damage, +2-4 Regen etc. at level 1 they die to a basic station, at level 5 they can badly wound an upgraded station, at level 10 with research they kill a fully upgraded station.
End of silencedhawk's quote

You can change the exp required to level up globally, but there is no way to change it for a specific ship. You may simply only want to use the levels for abilities, and leave the stats unchanging, because there is no way around it. Alternatively, just implement the titans as frigates so they don't have to level up.

Quoting silencedhawk, reply 641
oh and finally after you have given a ship a 5th passive ability using the hidden 5th ability is there a way to turn off that hideously annoying .Dev spam! button covered Alarm Alarm Alarm, button covered Alarm Alarm Alarm, button covered Alarm Alarm Alarm
End of silencedhawk's quote

Sadly not.

+1 Loading…
Reply #645 Top

Quoting silencedhawk, reply 641
oh and finally after you have given a ship a 5th passive ability using the hidden 5th ability is there a way to turn off that hideously annoying .Dev spam! button covered Alarm Alarm Alarm, button covered Alarm Alarm Alarm, button covered Alarm Alarm Alarm
End of silencedhawk's quote

Well, there is a way to turn off the Dev exe's error reporting/spamming altogether. Go to your user.settings file, in the Settings folder. Scroll down and set "ShowErrors" to FALSE.

Reply #646 Top

Quoting Lavo_2, reply 645
Well, there is a way to turn off the Dev exe's error reporting/spamming altogether. Go to your user.settings file, in the Settings folder. Scroll down and set "ShowErrors" to FALSE.
End of Lavo_2's quote

Just to clarify, that will disable all error warnings, so only do that when you think all the other bugs are ironed out. ;)

Reply #647 Top

Quoting GoaFan77, reply 646
Just to clarify, that will disable all error warnings, so only do that when you think all the other bugs are ironed out.
End of GoaFan77's quote

Or when it's spamming so many messages that it's impossible to use the Dev exe with 'em going off, as I unfortunately have to do. :v

Reply #648 Top

Ok--here's a tough one...

Is it possible to modify strikecraft so that they ONLY fly in formation with the ship they are assigned to? 

Meaning no tactics or movement assignment buttons (I've removed the weapons so combat is gone). 

I don't want them manually flown anywhere.

Reply #649 Top

try making them mines without the deploy mine ability maybe.

Reply #650 Top

That might work.  I'll post back what happens.