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

 

7,618,489 views 2,761 replies
Reply #2026 Top

Quoting GoaFan77, reply 2024
Maybe you should try the conditional the Eradica uses to spawn it right before the capitalship dies?
End of GoaFan77's quote

That could work, didn't even think/know about that conditional, thanks!

Reply #2027 Top

What does the pirateMercenariesInfo do (in Gameplay.constants)?

 

 

Reply #2028 Top

Perhaps leftover coding which was to be used for TEC Rebel stuff?

Reply #2029 Top

Quoting ZombiesRus5, reply 2027

What does the pirateMercenariesInfo do (in Gameplay.constants)?

 

 
End of ZombiesRus5's quote

Quoting Lavo_2, reply 2028

Perhaps leftover coding which was to be used for TEC Rebel stuff?
End of Lavo_2's quote

Exactly it. Not sure if that old behavior from the beta can be reactivated or not.

Reply #2030 Top

Hi all!

 

First

Any significant new modding links relating to Rebellion and DLCs that I should add to the OP here?  Input appreciated.

 

Second

Is it possible to limit discovering artifacts to a single modded faction?

 

Third

Including the DLCs, how many artifacts can be discovered in-game?  Specifically, how many different artifacts can be included for discovery in a single play through?

 

The most recent DLC added units that aren't affected by the rogue treaties and the like--would that have anything to do with the above question?

In early Rebellion development, Yarlen had been working on distinctly seperate mercenary factions that would have been treates almost like a separate races.  They had to leave that effort due to time constraints but I wonder if that might not be relevant as well.

Reply #2031 Top

Quoting Sinperium, reply 2030
Is it possible to limit discovering artifacts to a single modded faction?
End of Sinperium's quote

Theoretically I imagine it is possible, by making use of the old faction mechanics. A race's "starting" faction can be defined in their player file, and the artifact, aka. research item, could be coded such that it requires that a race be part of a given faction in order for it to work.

Quoting Sinperium, reply 2030
Including the DLCs, how many artifacts can be discovered in-game? Specifically, how many different artifacts can be included for discovery in a single play through?
End of Sinperium's quote

Technically unlimited; you can find an artifact on every single colonizable planet if you set the probability of finding an artifact to 100% in the galaxy's file(s). Of course, unless you add in a lot more artifacts, you get duplicates.

Reply #2032 Top

Quoting Lavo_2, reply 2031
Quoting Sinperium, reply 2030
Is it possible to limit discovering artifacts to a single modded faction?

Theoretically I imagine it is possible, by making use of the old faction mechanics. A race's "starting" faction can be defined in their player file, and the artifact, aka. research item, could be coded such that it requires that a race be part of a given faction in order for it to work.
End of Lavo_2's quote

None of the research pre-reqs work on Artifacts.

The only work around I'm aware of is to use artifacts AS A research pre-req for a faction specific research subject.

+1 Loading…
Reply #2034 Top

Quoting Oddski_Boddski, reply 2033

End of Oddski_Boddski's quote

Ok, please stay the fuck out of the modding threads if you have nothing useful to give.

+1 Loading…
Reply #2035 Top

For a moment I thought that was the pulsar....then my seizure ended....

Reply #2036 Top

Quoting ZombiesRus5, reply 2034
Ok, please stay the fuck out of the modding threads if you have nothing useful to give.
End of ZombiesRus5's quote

here, here  :thumbsup:

Reply #2037 Top

Quoting ZombiesRus5, reply 2034

Ok, please stay the fuck out of the modding threads if you have nothing useful to give.
End of ZombiesRus5's quote

Reply #2038 Top

I was sorta proud of the fact that this modding community never needed a babysitter/ moderator.

I guess the times, they are a changin'.

Reply #2039 Top

Does anyone know where to find the files dictating Triggers are? (No, it's not the "Trigger.entity" file, we already checked)

 

We've downloaded the Stellar Phenomena DLC, and we think it's great! However, the already infamous Open Rebellion bug is majorly getting on our nerves. We are trying to make an unofficial patch for it. However, we cannot seem to find where to edit the "TriggerLowAllegiance" trigger.

 

We bought the game through Steam. Does anyone have an updated set of reference files for Rebellion v1.8 (w/Forbidden Worlds & Stellar Phenomena)?

 

Thank you for your time,

Sinful Studios Team

Reply #2040 Top

GameInfo/RandomEventDefs.randomeventdefs ?

Look in the modding sections pinned posts for harpos ref files

Reply #2041 Top

Quoting SinfulStudios, reply 2039

Does anyone know where to find the files dictating Triggers are? (No, it's not the "Trigger.entity" file, we already checked)

 

We've downloaded the Stellar Phenomena DLC, and we think it's great! However, the already infamous Open Rebellion bug is majorly getting on our nerves. We are trying to make an unofficial patch for it. However, we cannot seem to find where to edit the "TriggerLowAllegiance" trigger.

 

We bought the game through Steam. Does anyone have an updated set of reference files for Rebellion v1.8 (w/Forbidden Worlds & Stellar Phenomena)?

 

Thank you for your time,

Sinful Studios Team
End of SinfulStudios's quote
Quoting myfist0, reply 2040

GameInfo/RandomEventDefs.randomeventdefs ?

Look in the modding sections pinned posts for harpos ref files
End of myfist0's quote

This: https://forums.sinsofasolarempire.com/378266/page/1/#2912923

Reply #2042 Top

Quoting SinfulStudios, reply 2039
Does anyone know where to find the files dictating Triggers are? (No, it's not the "Trigger.entity" file, we already checked)

 

We've downloaded the Stellar Phenomena DLC, and we think it's great! However, the already infamous Open Rebellion bug is majorly getting on our nerves. We are trying to make an unofficial patch for it. However, we cannot seem to find where to edit the "TriggerLowAllegiance" trigger.
End of SinfulStudios's quote

GameInfo directory

RandomEventDefs.randomeventdefs

lowAllegianceThreshold

 

Reply #2043 Top

Quoting SinfulStudios, reply 2039

Does anyone know where to find the files dictating Triggers are? (No, it's not the "Trigger.entity" file, we already checked)

 

We've downloaded the Stellar Phenomena DLC, and we think it's great! However, the already infamous Open Rebellion bug is majorly getting on our nerves. We are trying to make an unofficial patch for it. However, we cannot seem to find where to edit the "TriggerLowAllegiance" trigger.

 

We bought the game through Steam. Does anyone have an updated set of reference files for Rebellion v1.8 (w/Forbidden Worlds & Stellar Phenomena)?

 

Thank you for your time,

Sinful Studios Team
End of SinfulStudios's quote

 

you're probably looking for 'RandomEventDefs.randomeventdefs' thats the files that controls random events including open rebellion

 

:EDIT: sorry, just re-read and it looks like you want the actual trigger information. Not sure where you'd find that.

Reply #2044 Top

If you don't like a curtain random, you caan modify or or simply remove it

 

randomEventDefCount 11 

is stock, remove the entire section of the event you don't want and change that count 

Reply #2045 Top

Quoting myfist0, reply 2044

If you don't like a curtain random, you can modify or or simply remove it

 

randomEventDefCount 11 

is stock, remove the entire section of the event you don't want and change that count 
End of myfist0's quote
If you don't like a curtain random, you caan modify or or simply remove it

 

randomEventDefCount 11 

is stock, remove the entire section of the event you don't want and change that count 

Reply #2046 Top

Quoting ZombiesRus5, reply 2042
GameInfo directory
RandomEventDefs.randomeventdefs
lowAllegianceThreshold
End of ZombiesRus5's quote

 

Ah, found it. Thank you.

 

It must be an error that checks for an allegiance ABOVE 30% rather than lower.

 

Thank you. This is a fantastic help!

Reply #2047 Top

Ran some tests now, and it appears that Open Rebellion doesn't work with race-specific Open Rebellions, it has to be one single common Open Rebellion.

 

Reply #2048 Top

Quoting Lavo_2, reply 2047

Ran some tests now, and it appears that Open Rebellion doesn't work with race-specific Open Rebellions, it has to be one single common Open Rebellion.

 
End of Lavo_2's quote

Interesting. That means that open Rebellion is always TEC Ships?

Reply #2049 Top

Quoting GoaFan77, reply 2048
Interesting. That means that open Rebellion is always TEC Ships?
End of GoaFan77's quote

That is one consequence for vanilla, yes.

Reply #2050 Top

Quoting Lavo_2, reply 2047

Ran some tests now, and it appears that Open Rebellion doesn't work with race-specific Open Rebellions, it has to be one single common Open Rebellion.

 
End of Lavo_2's quote

What did you try?

did you use RacialBuffAtLocation?

I'll run a test on my end too because open rebellion is causing me issues.