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

 

7,618,763 views 2,761 replies
Reply #1926 Top

Quoting IskatuMesk, reply 1925

I don't know if I can word this as a question, but I'd really like to be able to use my remaining 1631587 weapons.
End of IskatuMesk's quote

And yet, you still miss. :-o

Reply #1927 Top

got an old file in there me thinks, your entity lines are off  ;P

Reply #1928 Top

Oh yeah, I managed to make sins roll over by missing some debris lines. Funny stuff, the massive multi-gb debug files weren't much help, though.

 

Is there any documentation to what exact the Camera settings file does? I wonder if I can tune it to smooth out the camera and get rid of that annoying zoom hook behavior...

Reply #1929 Top

I don't know if this is the right place to post.

I have never played multiplayer and don't plan to.  I really liked the OP ability of the Vasari Rebel Starbases going to non-owned planets.  This was disabled in the latest patch I have.  I know how to convert .entity files to txt and hope I can figure out how to use them as a mod, I just don't know which .entity file to change to allow this to happen again. 

Can someone please point me in the direction of the correct file?  I'm running a steam version and have looked in several of the files in the GameInfo directory but just can't find the right one.

Thanks.

Reply #1930 Top

Quoting cwhfsr, reply 1929

I don't know if this is the right place to post.

I have never played multiplayer and don't plan to.  I really liked the OP ability of the Vasari Rebel Starbases going to non-owned planets.  This was disabled in the latest patch I have.  I know how to convert .entity files to txt and hope I can figure out how to use them as a mod, I just don't know which .entity file to change to allow this to happen again. 

Can someone please point me in the direction of the correct file?  I'm running a steam version and have looked in several of the files in the GameInfo directory but just can't find the right one.

Thanks.
End of cwhfsr's quote

The research file, probably called ResearchStarbaseMobilization.entity or something like that (don't have the game files in front of me right now). You'll also need a copy of the old file so you know what line to change it back to.

Reply #1931 Top

Thanks for the reply.  I don't see anything that specifically would prevent the jump unless it is this:

researchModifier
    modifierType "StarBasesCanHyperspace"

In which case I can just make it: modifierType ""

I guess I can do it and test it.

Reply #1933 Top

How do you alter the number of modules that appear on a Planets Surface? The ones which are linked to the population levels?

 

I have seen it somewhere, but really need sleep now and its inhibiting my eyes to find it again!

Reply #1934 Top

the section of the PlanetTYPE.entity that you want is

    path:CivilianModules
        stageCount 2
        stage
            price
                credits 0.000000
                metal 0.000000
                crystal 0.000000
            upgradeTime 0.000000
            maxModuleSlotCount:Civilian 6.000000
            maxModuleConstructorCount 0
        stage
            price
                credits 450.000000
                metal 150.000000
                crystal 75.000000
            upgradeTime 45.000000
            maxModuleSlotCount:Civilian 12.000000
            maxModuleConstructorCount 1
    path:TacticalModules
        stageCount 3
        stage
            price
                credits 0.000000
                metal 0.000000
                crystal 0.000000
            upgradeTime 0.000000
            maxModuleSlotCount:Tactical 5.000000
            maxModuleConstructorCount 1
        stage
            price
                credits 450.000000
                metal 150.000000
                crystal 75.000000
            upgradeTime 45.000000
            maxModuleSlotCount:Tactical 15.000000
            maxModuleConstructorCount 2
        stage
            price
                credits 550.000000
                metal 175.000000
                crystal 125.000000
            upgradeTime 60.000000
            maxModuleSlotCount:Tactical 25.000000
            maxModuleConstructorCount 3

 

this is from the vanilla PlanetAsteriod.entity and IS  the same for all later versions of the game.

harpo

 

Reply #1935 Top

Quoting harpo99999, reply 1934
the section of the PlanetTYPE.entity that you want is
End of harpo99999's quote

I don't think that is what he is asking Harpo. He means the cosmetic little cities that appear on planets as their population grows.

 

Quoting Ben_Maxwell, reply 1933
How do you alter the number of modules that appear on a Planets Surface? The ones which are linked to the population levels?
End of Ben_Maxwell's quote

The default is you get one of those for every 20 population the planet has. If it can be changed I think it would be in the gameplay.constants file.

Reply #1936 Top

Quoting GoaFan77, reply 1935
The default is you get one of those for every 20 population the planet has. If it can be changed I think it would be in the gameplay.constants file.
End of GoaFan77's quote

SOA2 dumped them all together, we have better uses for those resources  :grin:

Reply #1937 Top

Quoting GoaFan77, reply 1935

Quoting harpo99999, reply 1934the section of the PlanetTYPE.entity that you want is

I don't think that is what he is asking Harpo. He means the cosmetic little cities that appear on planets as their population grows.

 

Quoting Ben_Maxwell, reply 1933How do you alter the number of modules that appear on a Planets Surface? The ones which are linked to the population levels?

The default is you get one of those for every 20 population the planet has. If it can be changed I think it would be in the gameplay.constants file.
End of GoaFan77's quote

You are correct, cant seem to find the line which alters it though, I have seen it before and am certain its in this file as well. Will have to go through with a fine toothed comb now I have had some rest ha.

Reply #1938 Top

Still couldn't find it, its possible the line of code has been moved or maybe they are no hard coded? Can't seem to find it any where.

Reply #1939 Top

Quoting Ben_Maxwell, reply 1938

Still couldn't find it, its possible the line of code has been moved or maybe they are no hard coded? Can't seem to find it any where.
End of Ben_Maxwell's quote

Are you talking about the planet elevators?

Reply #1940 Top

Quoting ZombiesRus5, reply 1939
Are you talking about the planet elevators?
End of ZombiesRus5's quote

He is. I'm fairly sure what he wants can be found in the PlayerRACE files and PlanetElevators.data.

Reply #1941 Top

Alright, I should know this but I'm blanking out right now. Can you use buffInstantActionType "ColonizePlanet" in a buff or will it only work in ability entity files?

Reply #1942 Top

Quoting GoaFan77, reply 1941

Alright, I should know this but I'm blanking out right now. Can you use buffInstantActionType "ColonizePlanet" in a buff or will it only work in ability entity files?
End of GoaFan77's quote

Everything I can think says "no".  Methinks you can only use it in standard abilities.

Reply #1943 Top

I'm trying to add a sfx whenever a ship/frigate/titan/fighter moves, similar to what happens in the Star Wars movies.

matter is, while I have checked the entity folder, I don't know where to start. any advice, please?

Reply #1944 Top

It can be changed in a ship's entity file, assuming you've made the needed entries elsewhere. Call me nuts, but might I suggest looking at one of the Star Wars mods that are already out for Sins to get a better understanding of this?

Reply #1945 Top

I did, but the Requiem mod doesn't work for me. no sounds at all and every model is blue.

which entries would be needed?

Reply #1946 Top

Quoting Dark_Ansem, reply 1945

I did, but the Requiem mod doesn't work for me. no sounds at all and every model is blue.

which entries would be needed?
End of Dark_Ansem's quote

Requiem has a bit weird installation. You must not have the resource pack enabled correctly.

Reply #1947 Top

oh. how come it has a weird installation?

Reply #1948 Top

Quoting Dark_Ansem, reply 1947

oh. how come it has a weird installation?
End of Dark_Ansem's quote

The author thought it was better his way. Basically just follow the special instructions on the download page or if they still don't make sense ask for clarification on their forums.

Reply #1949 Top

followed them. activated the "Requiem 4" folder and still nothing :(

Reply #1950 Top

Quoting GoaFan77, reply 1941

Alright, I should know this but I'm blanking out right now. Can you use buffInstantActionType "ColonizePlanet" in a buff or will it only work in ability entity files?
End of GoaFan77's quote

This buff type has special logic associated with it to validate colonization research is completed if needed. Using it in a sub buff file doesn't seem to add any value over changing player index. 

What are you trying to accomplish? There is probably another way to do the same thing.