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.

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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

 

     


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MyFist0's full modding site.

Emphasis on modeling  and

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REBELLION MODDING TOPICS

Rebellion Modding Q & A

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Changing Diplomacy Files to Rebellion

IT REALLY HURTS MY BRAIN--HOW TO START

An Idiot's Guide To Getting Started

MyFist0's Modding Megasite!

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Directory of Planet Mods

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REFERENCE FILES

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MyFist0's Exported Models & Files

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Harpo's Converted Sins Reference Files 2011

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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

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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

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Shield Mitigation & Armor, Explanation/Discussion-1

Shield Mitigation & Armor, Explanation/Discussion -2

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Annotated Guide to the Developer.exe

In-Game Map Creator

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Rebellion Shield Mitigation & Focus Fire testing

PARTICLE FORGE

Particle Forge Help Thread

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SemazRalan's Template Guide

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7,618,538 views 2,761 replies
Reply #951 Top

Hi there, I am trying to mod my game by an incredibly small amount.  I am simply extending the range of detect mines on the scout ships.  I made a new folder, tossed it into the mods folder for Rebellion and it won't work.  I don't know what I'm doing wrong and any help would be greatly appreciated.  Here is an example file:

 

TXT
entityType "Buff"
onReapplyDuplicateType "PrioritizeOldBuffs"
buffStackingLimitType "ForAllPlayers"
stackingLimit 1
allowFirstSpawnerToStack FALSE
buffExclusivityForAIType "ExclusiveForAllPlayers"
isInterruptable FALSE
isChannelling FALSE
numInstantActions 0
numPeriodicActions 1
periodicAction
    actionCountType "Infinite"
    actionIntervalTime
        Level:0 2.500000
        Level:1 2.500000
        Level:2 2.500000
        Level:3 2.500000
    buffInstantActionType "ApplyBuffToTargetsInRadius"
    instantActionTriggerType "AlwaysPerform"
    buffType "BuffDetectMinesPhaseTarget"
    targetFilter
        numOwnerships 1
        ownership "Enemy"
        numObjects 1
        object "SpaceMine"
        numSpaces 1
        space "Phase"
        numConstraints 0
    range
        Level:0 12000.000000
        Level:1 0.000000
        Level:2 0.000000
        Level:3 0.000000
    maxTargetCount
        Level:0 -1.000000
        Level:1 -1.000000
        Level:2 -1.000000
        Level:3 -1.000000
    effectInfo
        effectAttachInfo
            attachType "Invalid"
        smallEffectName ""
        mediumEffectName ""
        largeEffectName ""
        soundID ""
numOverTimeActions 0
numEntityModifiers 0
numEntityBoolModifiers 0
numFinishConditions 1
finishCondition
    finishConditionType "OwnerChanged"

 

Under range I increased it from 6000.000000 to 12000.000000 on the BuffDetectMinesPhaseSelf.entity (also on tech and psi) just so I would lose fewer scouts while I am clearing homing mines from the field.  If I didn't provide enough info I will gladly add it as requested.  Thank you in advance!

Reply #952 Top

The address should look something like this...

C:\Users\<your name>\Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.02\<mod name>\GameInfo\<scout buff file>

Reply #953 Top

Thanks for the earlier answer. I have another question now:

I'm trying to mod capital planets so they have bonuses at start. I've changed the PlanetHomeTerran.entity by adding this: 

requiredPlanetBonusesCount 2
bonus "PlanetBonusHugeGlaciers"
bonus "PlanetBonusSurplusFoodstuffs"
possibleRandomPlanetBonusesCount 5
bonus "PlanetBonusMedicinalPlants"
bonus "PlanetBonusLowGravity"
bonus "PlanetBonusHighGravity"
bonus "PlanetBonusSpiceTrade"
bonus "PlanetBonusStrictSecurity"

Except, every time I start a game, there's no resources at my capital planet. 

My question is whether this is because the capitals are already 100% explored, and how can I modify that so they are completely unexplored at the beginning of the game?

I've looked through PlanetHomeTerran and GalaxyScenarioDef.galaxyScenarioDef files, and found nothing I could use (except the tech tree for the improvements).

Reply #954 Top

Is there a free, (and I do emphasize free) program that can convert .pov/.cob 3d files into .obj files so imagesoft can import them? I have an old truespace model I want to use but all I can find are programs that want money.

Reply #955 Top

Planet bonuses aren't something I'm familiar with, but I know a lot of other modders mess with them a ton.  I do mainly abilities and research.  ;P

Reply #956 Top

Quoting DJ-Lethal, reply 953
Except, every time I start a game, there's no resources at my capital planet.
End of DJ-Lethal's quote

What does this mean???  No resource extractors?  No planet bonus stuff?

Quoting DJ-Lethal, reply 953
My question is whether this is because the capitals are already 100% explored, and how can I modify that so they are completely unexplored at the beginning of the game?
End of DJ-Lethal's quote

normalStartHomePlanetUpgradeLevel:Population 3

normalStartHomePlanetUpgradeLevel:CivilianModules 1

normalStartHomePlanetUpgradeLevel:TacticalModules 0

normalStartHomePlanetUpgradeLevel:Home 1

normalStartHomePlanetUpgradeLevel:ArtifactLevel 10

normalStartHomePlanetUpgradeLevel:Infrastructure 2

quickStartHomePlanetUpgradeLevel:Population 4

quickStartHomePlanetUpgradeLevel:CivilianModules 1

quickStartHomePlanetUpgradeLevel:TacticalModules 0

quickStartHomePlanetUpgradeLevel:Home 1

quickStartHomePlanetUpgradeLevel:ArtifactLevel 10

quickStartHomePlanetUpgradeLevel:Infrastructure 2

See all these lines?  Each galaxy file has these lines at the beginning...these files are in a folder called Galaxy and you'd be most interested in the 7 random galaxies...in your case, you'd be concerned with the :ArtifactLevel stuff...changing it to 0 would be worth a try...

 

 

Reply #957 Top

Quoting Seleuceia, reply 957

Quoting DJ-Lethal, reply 953Except, every time I start a game, there's no resources at my capital planet.

What does this mean???  No resource extractors?  No planet bonus stuff?
 
End of Seleuceia's quote

Sorry, I was unclear. I meant that there were no visible bonuses on them when I started a game.

Quoting Seleuceia, reply 957

Quoting DJ-Lethal, reply 953My question is whether this is because the capitals are already 100% explored, and how can I modify that so they are completely unexplored at the beginning of the game?

normalStartHomePlanetUpgradeLevel:Population 3

normalStartHomePlanetUpgradeLevel:CivilianModules 1

normalStartHomePlanetUpgradeLevel:TacticalModules 0

normalStartHomePlanetUpgradeLevel:Home 1

normalStartHomePlanetUpgradeLevel:ArtifactLevel 10

normalStartHomePlanetUpgradeLevel:Infrastructure 2

quickStartHomePlanetUpgradeLevel:Population 4

quickStartHomePlanetUpgradeLevel:CivilianModules 1

quickStartHomePlanetUpgradeLevel:TacticalModules 0

quickStartHomePlanetUpgradeLevel:Home 1

quickStartHomePlanetUpgradeLevel:ArtifactLevel 10

quickStartHomePlanetUpgradeLevel:Infrastructure 2

See all these lines?  Each galaxy file has these lines at the beginning...these files are in a folder called Galaxy and you'd be most interested in the 7 random galaxies...in your case, you'd be concerned with the :ArtifactLevel stuff...changing it to 0 would be worth a try...

  
End of Seleuceia's quote

Thank you, I'll try that now.

EDIT:

I have set the research level for artifacts search at 0 (and it works) for capitals now. Despite that I still can't get bonuses to spawn at the capital. I have no idea why.

 

Reply #958 Top

I have homeworld planet bonuses on my Enhanced 4X Mod, but I did it my spawning them in the starting template, not changing the planet.entity file. I don't know whats wrong with doing it that way exactly though. :S

+1 Loading…
Reply #959 Top

Are you using modded versions of the glacier and foodstuff planet bonuses?

Regardless, these lines may be of interest to you...

minUpgradeLevelNeeded 0

maxUpgradeLevelNeeded 1

You can put whatever numbers you want there (well, within reason)...the number indicates how many upgrade levels you need to "see" the bonus...0 obviously means none while 1 means you need the first artifact level upgrade...you can put 2, or 3, or 4, or whatever if you planned on modding planets to have many levels of the artifact level path....there may be a hardcoded limit but I don't know what it is...

Also, you can put -1 which means you can "see" the planet bonus without having to even colonize the planet...for example, things that change the size of the gravity well should probably be -1...

 

Reply #960 Top

Quoting GoaFan77, reply 959
I have homeworld planet bonuses on my Enhanced 4X Mod, but I did it my spawning them in the starting template, not changing the planet.entity file. I don't know whats wrong with doing it that way exactly though.
End of GoaFan77's quote

 

Well my way doesn't seem to work (though it's puzzling me why exactly). How do you spawn them using the starting template? Do I need to create my own custom template or can I modify the existing one?

Quoting Seleuceia, reply 960
Are you using modded versions of the glacier and foodstuff planet bonuses?

Regardless, these lines may be of interest to you...

minUpgradeLevelNeeded 0

maxUpgradeLevelNeeded 1

You can put whatever numbers you want there (well, within reason)...the number indicates how many upgrade levels you need to "see" the bonus...0 obviously means none while 1 means you need the first artifact level upgrade...you can put 2, or 3, or 4, or whatever if you planned on modding planets to have many levels of the artifact level path....there may be a hardcoded limit but I don't know what it is...

Also, you can put -1 which means you can "see" the planet bonus without having to even colonize the planet...for example, things that change the size of the gravity well should probably be -1...

 
End of Seleuceia's quote

No, I haven't modded the bonuses yet. The problem I'm having is those bonuses refusing to appear at the capital. I've modded the planet entity to include them like this:

requiredPlanetBonusesCount 2
bonus "PlanetBonusHugeGlaciers"
bonus "PlanetBonusLowGravity"
possibleRandomPlanetBonusesCount 5
bonus "PlanetBonusSurplusFoodstuffs"
bonus "PlanetBonusMedicinalPlants"
bonus "PlanetBonusHighGravity"
bonus "PlanetBonusSpiceTrade"
bonus "PlanetBonusStrictSecurity"

 and the galaxy file for huge multi random maps like this:

planetArtifactDensity .20
planetBonusDensity .60
normalStartHomePlanetUpgradeLevel:Population 3
normalStartHomePlanetUpgradeLevel:CivilianModules 1
normalStartHomePlanetUpgradeLevel:TacticalModules 0
normalStartHomePlanetUpgradeLevel:Home 1
normalStartHomePlanetUpgradeLevel:ArtifactLevel 0
normalStartHomePlanetUpgradeLevel:Infrastructure 2
quickStartHomePlanetUpgradeLevel:Population 4
quickStartHomePlanetUpgradeLevel:CivilianModules 1
quickStartHomePlanetUpgradeLevel:TacticalModules 0
quickStartHomePlanetUpgradeLevel:Home 1
quickStartHomePlanetUpgradeLevel:ArtifactLevel 0
quickStartHomePlanetUpgradeLevel:Infrastructure 2

No checksum errors, no minidumps, everything loads and plays well, except for the fact that there aren't any bonuses at the home planets.

To test, I'm starting a new game on huge multi and immediately researching both levels of artifact search at the planet's improvements menu. There's always nothing found.

Reply #961 Top

The home planets are different entities, did you add them to PlanetTerranHome or just PlanetTerran, etc.

Reply #962 Top

Quoting psychoak, reply 962
The home planets are different entities, did you add them to PlanetTerranHome or just PlanetTerran, etc.
End of psychoak's quote

As I specified in my above reply, I added them in the PlanetTerranHome. 

Reply #963 Top

DJ, the problem is the way the bonus is set up.  Some, like molten core, appear by default as soon as you scout the area, others, like subterranean caverns have to be explored for.  To get your bonuses to appear on your home planet, you need to have the lines:

minUpgradeLevelNeeded -1
maxUpgradeLevelNeeded -1

If either is a 0, 1, or 2, it will not show up since you cannot explore your starting planet.  Required just means they will be there every time.  Random means it can choose from those or it may not pick any.

Reply #964 Top

Here is how to do it through the GSD...

Open up your GalaxyScenarioDef and search for this phrase:  Template:DefaultHomePlanetSetup

You should be looking at a planetItemsTemplate named "Template:DefaultHomePlanetSetup"...under it should be 12 groups (a normal start and a quickstart for each of the 6 factions)...

Guess what you're going to have to do??  For each group you will need to add an item for each planet bonus you want to start on their HW...for example, you could add

item "Bonus:CrystalMiners"

Make sure to update the items count (which is probably either 3 or 9)...but we aren't done yet....

You also need to add the "item"...search for this line:  planetItemTypeCount

Currently the count is 145 (don't forget to update it if you add stuff)...you need to add a planetItemType for any planet bonus you want to spawn at the HWs...I used "Bonus:CrystalMiners" because it is the only one that is already added...

If this doesn't make sense or you'd like more details, let me know...hope this helps...

 

Reply #965 Top

Quoting Stant123, reply 964
DJ, the problem is the way the bonus is set up. Some, like molten core, appear by default as soon as you scout the area, others, like subterranean caverns have to be explored for. To get your bonuses to appear on your home planet, you need to have the lines:
minUpgradeLevelNeeded -1maxUpgradeLevelNeeded -1
If either is a 0, 1, or 2, it will not show up since you cannot explore your starting planet. Required just means they will be there every time. Random means it can choose from those or it may not pick any.
End of Stant123's quote

Stant, as far as I can tell this will not work for the HW...as an example, I tried to get Toxic Fallout (which has only -1) to spawn at the HW, but it doesn't work, no bonus whatsoever independent of how many artifact level upgrades it starts with via the galaxy file...

Reply #966 Top

Quoting Seleuceia, reply 965
Okay, figured out how to do this...
End of Seleuceia's quote

That would be the method Goa stated.

Quoting Seleuceia, reply 966
Stant, as far as I can tell this will not work for the HW...
End of Seleuceia's quote

Amusing, worked for me in my 2 tests before I posted.

Reply #967 Top

Quoting Stant123, reply 967
That would be the method Goa stated.
End of Stant123's quote

He asked for an explanation on how to do it, so I gave him one....

Quoting Stant123, reply 967
Amusing, worked for me in my 2 tests before I posted.
End of Stant123's quote

Then Stant you are doing something else that we are not...simply adding a required planet bonus to the PlanetTerranHome.entity does not work, even if the min and maxUpgradeLevelNeeded are both set to -1...I've tried it numerous times, and the most clear cut test (which uses a pre-existing planet bonus, Toxic Fallout) does not end up being successful...

Normal .exe or dev.exe doesn't make a difference...the issue is not a checksum thing or not putting the mod in the right place...it simply does not work...

If you have a mod that actually makes this work simply by changing the required planet bonuses and/or the min/maxUpgradeLevelNeeded then post it....

 

 

+1 Loading…
Reply #968 Top

Quoting Seleuceia, reply 968
He asked for an explanation on how to do it, so I gave him one....
End of Seleuceia's quote

I'm aware, I was making the notation that that is in fact the method that was mentioned, not some other way.

+1 Loading…
Reply #969 Top

Excellent. Thanks for the replies, guys.

So yeah, the method through editing PlanetTerranHome does not work indeed, that's what I've been trying till last night.

I'm going to try Seleuceia's method now, and let you know how it goes.

Quoting Seleuceia, reply 965
Here is how to do it through the GSD...

Open up your GalaxyScenarioDef and search for this phrase:  Template:DefaultHomePlanetSetup

You should be looking at a planetItemsTemplate named "Template:DefaultHomePlanetSetup"...under it should be 12 groups (a normal start and a quickstart for each of the 6 factions)...

Guess what you're going to have to do??  For each group you will need to add an item for each planet bonus you want to start on their HW...for example, you could add

item "Bonus:CrystalMiners"

Make sure to update the items count (which is probably either 3 or 9)...but we aren't done yet....

You also need to add the "item"...search for this line:  planetItemTypeCount

Currently the count is 145 (don't forget to update it if you add stuff)...you need to add a planetItemType for any planet bonus you want to spawn at the HWs...I used "Bonus:CrystalMiners" because it is the only one that is already added...

If this doesn't make sense or you'd like more details, let me know...hope this helps...

 
End of Seleuceia's quote

Actually, for testing purposes, I only need to add lines to ONE group. That is, whichever race I'm feeling like playing next and on normal start (never play quick start :P).

 

EDIT:

It works! Really appreciate all the help :) +Karma for all of you.

Reply #970 Top

If you're modifying TerranHome, why not put these under requiredPlanetBonusesCount? That is, assuming you want every TerranHome to have them.

Reply #971 Top

@Lavo_2

That's exactly the way I used to do it. Except they never showed up ingame. That's why I had to go the alternative route.

Reply #972 Top

Request for link or steps on how too.

 

Hello fellow Modders, I am not very expierenced on using Gimp and am trying to introduce new Planet Icons into the Icons Planets DDS, could anyone explain how you would do this? Or even copy Icons from the stock version of the Icons Planets DDS, insert them into a new modified one and change there colour? <- This would be even better.

Any help is much appriciated.

Reply #973 Top

Quoting Ben_Maxwell, reply 973
Hello fellow Modders, I am not very expierenced on using Gimp and am trying to introduce new Planet Icons into the Icons Planets DDS, could anyone explain how you would do this? Or even copy Icons from the stock version of the Icons Planets DDS, insert them into a new modified one and change there colour?
End of Ben_Maxwell's quote

Personally I do not use Gimp, but I assume it has the same features I'll tell you to use somewhere. But if you know how to use an image editor, just open planet icons.dds, put a selection around the icon you want to copy, copy it, then paste it into a master file where you'll do all the editting work. Here you'll keep every new icon you do in a different layer for easy manipulation. Then when you have all the icons you need for now you'll save it as New_Icons_Planet.dds or whatever. To change the color the basic tool is just changing the "Hue". Should be very simple.

Now if you're having trouble opening the DDS file, Gimp might need a .dds plug in to open them. I'm sure its an extremely popular download to find on google.

Reply #974 Top

Quoting GoaFan77, reply 974
Now if you're having trouble opening the DDS file, Gimp might need a .dds plug in to open them. I'm sure its an extremely popular download to find on google.
End of GoaFan77's quote

Gimp does not come with the .dds plug-in, you can download it here...the download should include a readme that will tell you where to place it...

The plugin seems to work for the latest set of versions (2.8.x) even though the plugin says its for 2.6.x, so I wouldn't worry about it...

I use Gimp for my graphics stuff and am happy with it so you shouldn't have any problem getting done what you need to get done...

 

Reply #975 Top

Thanks you two, I can open the dds files fine and some what experiment with it, but still not very clear on the different "layers", is there a video tutorial for sins like the creating a mesh video?