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

 

7,618,778 views 2,761 replies
Reply #1976 Top

why?

Reply #1977 Top

Pitch algorithms in large part tend to be really bad and sound terrible. Any pitch modifications you want to make should be done manually in something like Audition for maximum quality, then use those sounds as alternates for the main one.

I try to avoid using straight random pitches, though. I use pitch benders and micro stretches as well as compressor changes to make different variations of the same sound.

Reply #1978 Top

Audition... I have audacity and Sound Forge :D

Reply #1979 Top

Ok, In rebellion is there a way to disable the choice of loyalist or rebel forces?  And simply have it be 2 simple races?  

Thanks for answering my newb questions.  

 

Cheers

Reply #1980 Top

Quoting Drewsauce, reply 1979

Ok, In rebellion is there a way to disable the choice of loyalist or rebel forces?  And simply have it be 2 simple races?  

Thanks for answering my newb questions.  

 

Cheers
End of Drewsauce's quote

Technically the Rebels/Loyalist thing is semantics, they are two different factions for gameplay purposes.

Reply #1981 Top

Is there a way to disable that screen that prompts for Loyalist/Rebel then?  I just want a simple drop down box with 3 choices and that's it.  Not the secondary window of faction choice.  

Reply #1982 Top

Quoting Drewsauce, reply 1981

Is there a way to disable that screen that prompts for Loyalist/Rebel then?  I just want a simple drop down box with 3 choices and that's it.  Not the secondary window of faction choice.  
End of Drewsauce's quote

Oh, well why didn't you say that?  :P

 

There isn't a drop down, but you can get rid of that screen and go to the pre-Rebellion system if you edit the PlayerSetup.window file and change the last line to "useRaceSelectDialog FALSE".

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Reply #1983 Top

Ah, sorry I was not being very clear with what I was trying to do.  It's been a long day last thing I should be doing is modding.  Thank you! Much Appreciated

Reply #1984 Top

Also, I seem to be having an issue with actually linking said race to the choice selection.  I am working off a mod that was in progress that I have since picked up.  I have linked the race to the entity.manifest and also in the English.str files...what else would I have to do to make them playable?  The player page is ready to go (I believe)

Reply #1985 Top

http://reference-files.soase.x90x.net/Reference_Files_Reb_v1.52/GameInfo/GalaxyScenarioDef.galaxyScenarioDef

search for

playerTypeCount 7
and
 
validPictureGroups 3
pictureGroup "PlayerPhase"
pictureGroup "PlayerPsi"
pictureGroup "PlayerTech"
validThemeGroups 4
themeGroup "PlayerPhase"
themeGroup "PlayerPsi"
themeGroup "PlayerTech"
themeGroup "NPC"
 and starting and quick starting templates
 
also. all the items you need for spawning and map making like
 
planetItemType
	designName "Tech:CapitalShip:Colony"
	entityDefName "CAPITALSHIP_TECHCOLONY"
planetItemType
	designName "Tech:CapitalShip:Support"
	entityDefName "CAPITALSHIP_TECHSUPPORT"
planetItemType
	designName "Tech:CapitalShip:Siege"
	entityDefName "CAPITALSHIP_TECHSIEGE"
planetItemType
	designName "Tech:CapitalShip:Transport"
	entityDefName "CAPITALSHIP_TECHTRANSPORT"
planetItemType
	designName "Phase:Titan:Loyalist"
	entityDefName "TITAN_PHASELOYALIST"
planetItemType
 
the designName is used in templates
 
Big job, you have your work cut out for you.
Reply #1986 Top

A quick question, anyone know of a way to apply entitymodifiers to specific weapon types? I want to make a toggle ability that boosts one of the weapon types on a ship but not the others.

Reply #1987 Top

Quoting Wintercross, reply 1986

A quick question, anyone know of a way to apply entitymodifiers to specific weapon types? I want to make a toggle ability that boosts one of the weapon types on a ship but not the others.
End of Wintercross's quote

Entity Modifiers are not modifiable in any way. There is only Energy Weapon Cooldown and Physical Weapon Damage if your ships weapons happen to be divided in a way so that only the weapons you want boosted are in one of those categories.

 

The way can give extra damage to a weapon type is by using the "ApplyBuffOnWeaponFired" instant action type, like incendiary shells, then have the buff deal extra damage for you. However, note this only does raw damage, it cannot do a percentage like boost like the entity modifiers.

Reply #1988 Top

Quoting GoaFan77, reply 1987


Quoting Wintercross, reply 1986
A quick question, anyone know of a way to apply entitymodifiers to specific weapon types? I want to make a toggle ability that boosts one of the weapon types on a ship but not the others.

Entity Modifiers are not modifiable in any way. There is only Energy Weapon Cooldown and Physical Weapon Damage if your ships weapons happen to be divided in a way so that only the weapons you want boosted are in one of those categories.

 

The way can give extra damage to a weapon type is by using the "ApplyBuffOnWeaponFired" instant action type, like incendiary shells, then have the buff deal extra damage for you. However, note this only does raw damage, it cannot do a percentage like boost like the entity modifiers.
End of GoaFan77's quote

 

Darn, oh well. will have to go with "ApplyBuffOnWeaponFired" and just work within that

 

Thanks for the help!

Reply #1989 Top

Does using CAPITALABILITY as a regular weapon's AttackType cause the game to throw any errors/whine? As I've confirmed it appears to work without issue, though I don't know if this works well under the hood.

As for why I'm using it as an AttackType, got a weapon that has no advantages or disadvantages for hitting a given armor type, and I noticed that CAPITALABILITY can fill that job.

Reply #1990 Top

Quoting Lavo_2, reply 1989

Does using CAPITALABILITY as a regular weapon's AttackType cause the game to throw any errors/whine? As I've confirmed it appears to work without issue, though I don't know if this works well under the hood.

As for why I'm using it as an AttackType, got a weapon that has no advantages or disadvantages for hitting a given armor type, and I noticed that CAPITALABILITY can fill that job.
End of Lavo_2's quote

I don't think anyone knows for sure, but my guess is cap abilities, like the "Dart" (Advent Planet Bombardment) weapon type, were originally programmed to work via standard weapon types, but this system was later thrown out, leaving the unused types behind.

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Reply #1991 Top

So then this is actually a flexible, totally unused, AttackType? If so, that's even better.

Reply #1992 Top

Quoting Lavo_2, reply 1989

Does using CAPITALABILITY as a regular weapon's AttackType cause the game to throw any errors/whine? As I've confirmed it appears to work without issue, though I don't know if this works well under the hood.

As for why I'm using it as an AttackType, got a weapon that has no advantages or disadvantages for hitting a given armor type, and I noticed that CAPITALABILITY can fill that job.
End of Lavo_2's quote

It works. I use it as a FLAK AttackType in FoK.

 

Reply #1993 Top

Quoting Lavo_2, reply 1991

So then this is actually a flexible, totally unused, AttackType? If so, that's even better.
End of Lavo_2's quote

Well now that I reread your post, do you mean the list of stuff in the Gameplay.constant files (antilight), not weapon type (laser)? Either way I think its unused, but I am less confident in the Gameplay.constant case.

Reply #1994 Top

Quoting GoaFan77, reply 1993
Well now that I reread your post, do you mean the list of stuff in the Gameplay.constant files (antilight), not weapon type (laser)? Either way I think its unused, but I am less confident in the Gameplay.constant case.
End of GoaFan77's quote

The Gameplay.constant entry affects abilities.

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Reply #1995 Top

Quoting ZombiesRus5, reply 1994
The Gameplay.constant entry affects abilities.
End of ZombiesRus5's quote

This is what I was inquiring about with reference to the entry being "flexible". Karma to both of you for solid answers.

Reply #1996 Top

Hi All,

 

I'm not sure if I should post this here , but here goes. I've a three part question here.

 

Firstly, in terms of the game engine mechanics, are starbases limited to just one type/class of starbase per race?

Secondly, if not, is the game engine capable of handling an entity metamorphisis?

Finally, can a buildable entity be limited to specific area or terrain, like starting homeworld or terran worlds only?

 

The idea I'm toying with is using the current starbase template within the game as a flexable/multi role 'outpost', while being able to upgrade it to a ristricted role stationary starbase by using multiply contructor ships to upgrade it through multi phase contruction events (probaly 4 or 5 construction phases), much like the research process for titans.

 

At this stage I'm looking looking at limiting to starting homeworlds, but I'm as toying with the idea of limiting them to terran worlds as a population centre defense.

 

Many thanks,

Greyseer

Reply #1997 Top

Quoting greyseer, reply 1996
Firstly, in terms of the game engine mechanics, are starbases limited to just one type/class of starbase per race?
End of greyseer's quote

No, but you might need to have different construction ships for each starbase.

Quoting greyseer, reply 1996
Secondly, if not, is the game engine capable of handling an entity metamorphisis?
End of greyseer's quote

What exactly do you mean by that?

Quoting greyseer, reply 1996
Finally, can a buildable entity be limited to specific area or terrain, like starting homeworld or terran worlds only?
End of greyseer's quote

Uh, depends what you want to do. You can indirectly do this by A. Making the building unbuildable, but spawn them in at the beginning of the game for things like homeworlds, or if you just want a unique structure you could make them captureable. If you really want the structure to be buildable, you can B. make it require so many tactical/logistics slots that only one type of planet could support it, but that is a bit crude.

Quoting greyseer, reply 1996
The idea I'm toying with is using the current starbase template within the game as a flexable/multi role 'outpost', while being able to upgrade it to a ristricted role stationary starbase by using multiply contructor ships to upgrade it through multi phase contruction events (probaly 4 or 5 construction phases), much like the research process for titans.
End of greyseer's quote

Hmm, how different are these things? You can only really change how a given starbase looks through the regular starbase upgrades or research, you can't really induce a change via an ability from another ship. You could do things like double its weapons damage with other constructor ships though.

Really you'll probably just have to play around with it yourself, much of Sins modding is figuring out how to get your general goal to fit with what the game can do. It will almost never turn out exactly how you envision it in your head (until you're one of us olde veterans who already know the limitations through painful experience ;) ), but I think you can get close enough with this.

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Reply #1998 Top

Thanks GoaFan77,

 

Your help and feedback is greatly appreicated.

 

I came up with this idea of a 'capital' class starbase (I consider the current starbases in the unmodded game to be 'crusier' class/level) while in between two lectures at Uni this morning and sufferingthe consqences from lack of sleep.

 

Now that I've had a chance to reconsider my idea and reread my post I can clearly say "Damn, what was I thinking???".

 

I'm wanting the 'captial' class to be a real challenge for capital class ships to deal with, but still able to be taken down by a titan and its supporting fleet.

 

I'm not want it to be a unique auto spawned at the start to the game, as it would really unbalance the game early on and it should be a major investment in time and resourse to complete (something for mid to late game).

 

I really need to flesh this idea out more, but what you've said has given me food for thought.

+1 Karma for the mental munchies :)

 

Many thanks again,

Greyseer

Reply #1999 Top

I don't know if I am just mentally challenged or what but I have tried the past few days to cure the problem of getting 

Failed to convert '' to an enum value. 

error to stop.  I have checked all the strings values...cross referenced with my files...checked the count.  \

Also I have checked the brush manifest to no avail.


Nothing seems to work.  No idea what I can do next. 


Any ideas =/?

 

Reply #2000 Top

Quoting Drewsauce, reply 1999

I don't know if I am just mentally challenged or what but I have tried the past few days to cure the problem of getting 

Failed to convert '' to an enum value. 

error to stop.  I have checked all the strings values...cross referenced with my files...checked the count.  \

Also I have checked the brush manifest to no avail.




Nothing seems to work.  No idea what I can do next. 




Any ideas =/?

 
End of Drewsauce's quote

download the reference files from Harpo. 

 

Download Eclipse classic 3.6. 

Download my eclipse plugin. 

Setup eclipse with my plugin and the reference files. 

Validate your project and the tool will tell you which enumeration is invalid.