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

 

7,606,757 views 2,761 replies
Reply #1276 Top

So I have this ion blast ability, which can target anything with weapons. It's set to use buff X on Titans, and buff Y on everything else. However, for some reason it uses both buffs X and Y on Titans, which it should not do. The relevant files can be found in these two pastes, I'm wondering where I screwed up; I think it might be because of the different TimeElapsed settings, but I'm not sure.

Reply #1277 Top

I would consider using "ApplyBuffToSelfWithFilter"...use detonate AM as your template...this is the best (and perhaps only?) way to discriminate between different object classes once you've already applied a targetted buff....

Reply #1278 Top

Got the ability to work; set up the ability as an ApplyBuffToTargetWithTravel and the buffs as an ApplyBuffToSelfWithFilter.

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Reply #1279 Top

Hey guys, I was wondering if an ability that I am trying to make for my custom race's battleship is even possible.  Its level 6 ability, "Mind Crush" is supposed to psychically destroy the minds of the crew on enemy ships in a small radius, causing them to go completely berserk and become neutral pirates that roam the gravity well, attacking everything that gets near them (or at least, if I cant change their faction orientation, make them go crazy and attack everything around them).  Can this be done?

Reply #1280 Top

Quoting Lavarider, reply 1280
Hey guys, I was wondering if an ability that I am trying to make for my custom race's battleship is even possible.  Its level 6 ability, "Mind Crush" is supposed to psychically destroy the minds of the crew on enemy ships in a small radius, causing them to go completely berserk and become neutral pirates that roam the gravity well, attacking everything that gets near them (or at least, if I cant change their faction orientation, make them go crazy and attack everything around them).  Can this be done?

 

Not quite. You could use ChangePlayerIndexToFirstSpawner, as the Advent Domination does, or take a look at the Insurgency? Tier 8 TEC research ability, you might could kill those ships and re-spawn pirate types.

 

Quick question, for adding research what all needs to be done as far as making sure it's in the entity.manifest and player.entity? Very odd I'm adding a ship unlock research ability and get:

Assert @ C:\Projects\P4\SinsDiplomacy\Release\CodeSource\GS/Entity/Interfaces/IResearchSubject.cpp(114)

m_Tier == researchWindowLocation.pos.m_X

Funny thing is I've added stuff like planet modules before....I think I've forgot something. :blush: I've triple checked it's in both manifest and player.entity with proper counts...the ship was already added but under another research unlock.

Reply #1281 Top

Insurgency isn't tied to any abilities, it's all research and stuff defined in the Gameplay.constants...

Reply #1282 Top

Quoting Seleuceia, reply 1282
Insurgency isn't tied to any abilities, it's all research and stuff defined in the Gameplay.constants...

 

Oh yeah it's not tied to any structure/ship. You're right. Looked it up.

Reply #1283 Top

Piece of cake. :)

 

First put an ability on a pirate controlled structure in the pirate base, Their turrets for instance.

 

This ability needs to be set up with autocast conditions like Planetary vision.  It needs to apply directly to planets with no extra constraints beyond filtering for Planet.

The buff it applies is a simple one.  PrioritizeOldBuffs, with a single instant action, ApplyBuffToTargetsAtOrbitBody using AlwaysPerform, and no finish condition.

The buff applied to the ships also needs to be PrioritizeOldBuffs with a single instant action, ApplyBuffToSelf with OnBuffFinish for a trigger.

In the second buff applied to the ship, you put your ChangePlayerIndexToFirstSpawner on say a two second delay.

 

Then there's your Titan.

Your titan need only apply a buff that removes the first buff on the ship above, thus triggering the OnBuffFinish application.  Neutral side change achieved.

 

The turrets in the pirate base, so long as you don't allow them to stack it, can rapidly populate every planet with this fake passive.  It will apply to every ship built, an efficient and functional method.

 

Edit: CoronalFire, it's the research file itself.  Tier doesn't match the grid position.

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Reply #1284 Top

Quoting psychoak, reply 1284


Edit: CoronalFire, it's the research file itself.  Tier doesn't match the grid position.

 

Position is [ 6 , 1 ] at Tier 6....

Reply #1285 Top

Well, I'm not exactly sure what that assert is but it seems to be an interace issue, not a reference issue, so you probably have the manifest and player file fine...

Are you sure you aren't trying to place two techs in the same location?  You probably already know this, but tiers and positions start with zero, not 1...

Also, does this tech require another tech?  If so, what is the physical relationship between where these techs appear on the tree?  This sounds silly but I've gotten errors because the game doesn't know how to display the "arrows" for certain tech/prereq layouts....

Reply #1286 Top

Then you have the wrong research file, that's what the error is.

Reply #1287 Top

Quoting Seleuceia, reply 1286
Well, I'm not exactly sure what that assert is but it seems to be an interace issue, not a reference issue, so you probably have the manifest and player file fine...

Are you sure you aren't trying to place two techs in the same location?  You probably already know this, but tiers and positions start with zero, not 1...

Also, does this tech require another tech?  If so, what is the physical relationship between where these techs appear on the tree?  This sounds silly but I've gotten errors because the game doesn't know how to display the "arrows" for certain tech/prereq layouts....

 

Yeah checked that no tech in same spot, even moved it around. I do think it's odd they start with 0 not 1, but as it applies to both tier and pos its not hard...

No prereqs for this particular tech. There is a tech that uses this one as a prereq. So far from what I can determine the error for those "arrows" come from when you have a prereq at a later tier, thus forcing a backwards arrow. Regardless this is not the case. I've moved the tech around.

 

Quoting psychoak, reply 1287
Then you have the wrong research file, that's what the error is.

 

What do you mean wrong? I've been very careful of typos...

Reply #1288 Top

If that research file has the correct matching tier and position values, your error is in another research file.  That message is specific.

Reply #1289 Top

Quoting CoronalFire, reply 1288
So far from what I can determine the error for those "arrows" come from when you have a prereq at a later tier, thus forcing a backwards arrow. Regardless this is not the case. I've moved the tech around.

I don't recall all the specific examples, but you can get an error even if the prereq is "earlier" (more left) in the tree...for example, if a prereq is 2 to the left and 1 down, you could connect with an arrow 2 different ways:  the arrow goes up one, then right 2 or the arrow goes right 2, then up one...however, Sins would only have one of those arrows, and if that arrow ends up going through another tech's icon then you can get an error...in some cases, Sins doesn't even have an arrow that works (can't remember the specific situation but there are some)...

Anyway that may not be your issue, but I just thought I'd bring it up in case...

Reply #1290 Top

Quoting GoaFan77, reply 1273

Quoting CoronalFire, reply 1272Was afraid of that. Any way to use a periodic buff with the pop constraint?

That might work. The periodic action would need to apply a buff with an onDelay instant action buff that only stacks once and prioritizes new buffs that would remove the periodic action buff. The delay must be greater than the time between periodic buffs. This way if the on delay ever executes it will be due to the constraint preventing the periodic action from applying the buff.

 

Haven't got this to work yet... plus that paragraph is very short and confusing to me lol.

Ability A file --> Buff B file (periodic action) --> 2 buff files (C & D), C from the periodic that kills pop and D an instant delay (instead of from periodic) from B file?

Straighten me out.

Reply #1291 Top

Quoting CoronalFire, reply 1285

Quoting psychoak, reply 1284


Edit: CoronalFire, it's the research file itself.  Tier doesn't match the grid position.


 

Position is [ 6 , 1 ] at Tier 6....

Not sure what your comfort level is with new tools, but my Eclipse Soase Plugin would validate things like this and provide in editor warnings.

 

Reply #1292 Top

Quoting psychoak, reply 1289
If that research file has the correct matching tier and position values, your error is in another research file.  That message is specific.

Okay so the error is a tier / pos being unaligned somewhere?

I have not yet added much in the way of research, fortunately it was easy for me to check all of them I have added...they all match. And this new research I've been talking about does not show up on the research tree while all the other ones I have added do.

Reply #1293 Top

Quoting CoronalFire, reply 1291
Haven't got this to work yet... plus that paragraph is very short and confusing to me lol.

Ability A file --> Buff B file (periodic action) --> 2 buff files (C & D), C from the periodic that kills pop and D an instant delay (instead of from periodic) from B file?

A nice modding trick that can really save your life is clever use of onDelay instant actions to basically do checks for things you can't manually do. In this case, your periodic action has an action interval, which is how many seconds is in between attempts to apply the buff. If you set that buff (C) to "PrioritizeNewBuffs", the next time the periodic buff fires, the buff, along with all onDelay timers, is reset. So if you have a periodic action with an action interval of 3 seconds, and a onDelay of 4 seconds, that on delay will never work unless something happened to the periodic action, in this case your target filter preventing it from being applied again because the planet has no population.

I would set it up so that C kills the population and has an onDelay "ApplyBuffToLastSpawnerNoFilterNoRange" to apply D, which will "RemoveBuffOfType" B. If the planet itself has the ability, you don't need D and can just do RemoveBuffOfType instead of ApplyBuffToLastSpawner.

Quoting CoronalFire, reply 1293
I have not yet added much in the way of research, fortunately it was easy for me to check all of them I have added...they all match. And this new research I've been talking about does not show up on the research tree while all the other ones I have added do.

1. Make sure the Research is in the correct tree.

2. Make sure the research is in the correct "block". Note for all research tree numbers, they use "programing counting", that is they start with 0. Defense and Diplomacy trees only have block 0.

3. Double check the coordinates of your research, again remembering the research item in the upper left corner would be 0,0 not 1,1. Also make sure there is not a research already in the spot you are trying to place it in.

Reply #1294 Top

Quoting GoaFan77, reply 1294

Quoting CoronalFire, reply 1291Haven't got this to work yet... plus that paragraph is very short and confusing to me lol.

Ability A file --> Buff B file (periodic action) --> 2 buff files (C & D), C from the periodic that kills pop and D an instant delay (instead of from periodic) from B file?

A nice modding trick that can really save your life is clever use of onDelay instant actions to basically do checks for things you can't manually do. In this case, your periodic action has an action interval, which is how many seconds is in between attempts to apply the buff. If you set that buff (C) to "PrioritizeNewBuffs", the next time the periodic buff fires, the buff, along with all onDelay timers, is reset. So if you have a periodic action with an action interval of 3 seconds, and a onDelay of 4 seconds, that on delay will never work unless something happened to the periodic action, in this case your target filter preventing it from being applied again because the planet has no population.

I would set it up so that C kills the population and has an onDelay "ApplyBuffToLastSpawnerNoFilterNoRange" to apply D, which will "RemoveBuffOfType" B. If the planet itself has the ability, you don't need D and can just do RemoveBuffOfType instead of ApplyBuffToLastSpawner.

The periodic keeps applying even when the population shows 0. The constraint does work against (prevents attack) dead asteroids. I think it's that it can target a fractional population and planets are always growing. If there is a second ship, one that is currently holding the planet at 0, the first one cannot fire, otherwise they can target a 0 if it's a population type planet.

Quoting GoaFan77, reply 1294

1. Make sure the Research is in the correct tree.

2. Make sure the research is in the correct "block". Note for all research tree numbers, they use "programing counting", that is they start with 0. Defense and Diplomacy trees only have block 0.

3. Double check the coordinates of your research, again remembering the research item in the upper left corner would be 0,0 not 1,1. Also make sure there is not a research already in the spot you are trying to place it in.

 

1. Done long time ago. Combat.

2. Block 1 (middle of 3). Done long time ago.

3. Way past double check, more like 10th check. 0,0 known. The only research next to it are [6,3] and [7,1].

 

What would cause the research to not show up? I put in the manifest an entity "researchsubject..." and in the player.entity under researchinfo. Checked counts and spelling countless times (har har)...this is just a research ship unlock file so it should be very easy...I know the ship is fine as taking off the research prereq I can build the thing. I've compared it side-by-side with other ship unlock files. This should be a piece of cake, particularly since I've added my own structures and the research that goes with it already.

Reply #1295 Top

upload the m0d somewhere so we can look at it.

Reply #1296 Top

Problem solved partially anyways.

Wow it's the dev.exe. Reloading a saved game or starting new ones but changing races did not work, but reloading dev with a new game as the race worked, the research I've added shows up now. The thing that really got me was other research already up I could move around but not new ones.

Knew it was something stupid. Still getting the tier/pos error.

Reply #1297 Top

We told you not to use save games...

Reply #1298 Top

Quoting psychoak, reply 1298
We told you not to use save games...

In my defense, it wasn't just saved games, it was new games and using the command to switch races. Not quite that boneheaded. :P

Reply #1299 Top

Does anyone have an XSI version of the Vanilla planet model so I can mess around with it? Or any good techniques on making non-polar pinched textures on any planet model?

Reply #1300 Top

Quoting GoaFan77, reply 1300
Does anyone have an XSI version of the Vanilla planet model so I can mess around with it? Or any good techniques on making non-polar pinched textures on any planet model?

I'll import a few for you. I've looked at them in the past personally; iirc not every planet has the same type of UV mesh.