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

 

7,606,503 views 2,761 replies
Reply #1326 Top

Yep--tentatively, It looks like it might.  I'll know in a few minutes here when I get time to run it through.

It happens to be the quirk I need for my Yggdrasil setup in Rebellion.

Reply #1327 Top

Darn...it works all the way up to the cast and then minidumps.

Reply #1328 Top

Quoting Sinperium, reply 1327
Darn...it works all the way up to the cast and then minidumps.

Classic. :P

Reply #1329 Top

Quoting Sinperium, reply 1327
Darn...it works all the way up to the cast and then minidumps.

That's how questions of about hardcodes are usually answered. Fleet beakons being flexible enough to handle anything was one of the few cases where I've been surprised, thank goodness.

Reply #1330 Top

Yep--one of the many obstacles to stop people trying to figure out modding.  ;)

If you check the Kol Battle Damage thread I have screens of the fixed model with particle effects up y along with a link to the mesh.

Reply #1331 Top

How do you give a planet module the "Experimental weapon is being constructed..." alert?

Reply #1332 Top

My guess is that you give it the "CANNON" planetModuleRoleType or the "ModuleCannon" statCountType.

Reply #1333 Top

What purpose does a ship's mass serve, outside of abilities like Telekinetic Push?

Reply #1334 Top

It factors into the normal movement mechanics too, as well as deciding what moves when two ships try to occupy the same space.

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Reply #1335 Top

That leads to a second question, does it influence a ship's maneuverability (aka. anything other than linear speed), speed, or both?

Reply #1336 Top

Quoting Lavo_2, reply 1336
That leads to a second question, does it influence a ship's maneuverability (aka. anything other than linear speed), speed, or both?

From my experience, mass influences acceleration more than anything. Might also affect turn rates. I don't believe it does much with max speed.

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Reply #1337 Top

Just maneuvering.  Capital ships have more acceleration than fighters, but about a fourth of the max speed.

Reply #1338 Top

Is there anyway to access and mod around the damage effects portion of the game--the thing that makes the fire and smoke and all come out?

Reply #1339 Top

Quoting Sinperium, reply 1339
Is there anyway to access and mod around the damage effects portion of the game--the thing that makes the fire and smoke and all come out?

It's somewhat moddable in the Gameplay.constants. 

Look for:

NumCriticalHitEffectNames 3
EffectName "Explosion_CriticalHit0"
EffectName "Explosion_CriticalHit1"
EffectName "Explosion_CriticalHit2"
NumCriticalHitEffectSoundIDs 3
SoundID "EXPLOSION_CRITICALHIT0"
SoundID "EXPLOSION_CRITICALHIT1"
SoundID "EXPLOSION_CRITICALHIT2"
NumPersistentHullDamageEffects 5
Definition
effectName "DamageEffect_Fire1"
maxNumEffects 1
minHullDamagePercentage .5
Definition
effectName "DamageEffect_Fire2"
maxNumEffects 3
minHullDamagePercentage .7
Definition
effectName "DamageEffect_Electrical1"
maxNumEffects 3
minHullDamagePercentage .4
Definition
effectName "DamageEffect_Smoke1"
maxNumEffects 3
minHullDamagePercentage .9
Definition
effectName "DamageEffect_Steam1"
maxNumEffects 3
minHullDamagePercentage .9

Reply #1340 Top

I'll do that--is it a generic sort of thing for all ships or can it be varried for different ones?

I'd give you karma for your helpful and prompt response but my fluffy count is to close to your own now.

Reply #1341 Top

Quoting Sinperium, reply 1341
I'll do that--is it a generic sort of thing for all ships or can it be varried for different ones?

Generic, assuming we don't want to consider fancy ability work.

Reply #1342 Top

I was just pondering creating a "destructible ship".

Reply #1343 Top

A destructible ship means multiple meshes to create a composite object around the base model, your destroyed ship.

 

You'd then cause damage by blowing off your chunks.  It wouldn't take locality of the weapon impacts into account, and would need some clever thinking to model in relation to hull.  Lots and lots of work for something that will never be right.

Reply #1344 Top

Is it possible to make a linked squad ability that only applies to a single type of squadron/fighter? I'm planning a passive hull regeneration ability, something that acts akin to shield recharge and isn't effected by the in-combat hull regen penalty, though for this faction only 1/4 of their fighter types has this shielding.

Reply #1345 Top

Quoting Lavo_2, reply 1345
Is it possible to make a linked squad ability that only applies to a single type of squadron/fighter? I'm planning a passive hull regeneration ability, something that acts akin to shield recharge and isn't effected by the in-combat hull regen penalty, though for this faction only 1/4 of their fighter types has this shielding.

No, not possible currently.

We are missing a buff instant action type of ApplyBuffToSquadMembers.

 

Reply #1346 Top

Quoting Lavo_2, reply 1345
Is it possible to make a linked squad ability that only applies to a single type of squadron/fighter? I'm planning a passive hull regeneration ability, something that acts akin to shield recharge and isn't effected by the in-combat hull regen penalty, though for this faction only 1/4 of their fighter types has this shielding.

Nope. You could make a carrier have limited selection of SC choice though.

Reply #1347 Top

Quoting Lavo_2, reply 1345
Is it possible to make a linked squad ability that only applies to a single type of squadron/fighter? I'm planning a passive hull regeneration ability, something that acts akin to shield recharge and isn't effected by the in-combat hull regen penalty, though for this faction only 1/4 of their fighter types has this shielding.

I actually did this in Requiem to simulate fighter astromech units. What you need to do is be a bit clever with your constraints. What I did was set it up so that every fighter that I wanted to have an astromech unit on had energy weapons, and could thus use the constraint to ensure only they were targeted. Fighters that didn't have them, like A-wings and B-wings, I gave physical weapons, and were immune. The way I did it was actually a periodic applybufftotargetsatorbitbody, since Requiem has a lot of spawned fighters that would otherwise not get a linked target buff, but that was when I was starting out and didn't realize how system intensive that was.

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Reply #1348 Top

Three wrong answers in a row. :)

 

The piece of cake way is what was done with the Jedi Fighters, constraint "HasPhaseMissiles" and constraint  "HasEnergyWeapons" both work just like any other ApplyBuffToTargetsLinked.  You give them that constraint, and the ability will only filter down to the specific fighters fitting the filter.

 

If the constraints aren't an option(you need energy damage types on the others and can't use phase missiles), the more complicated method is by using OnWeaponFired to get a particular buff applied on a particular fighter.  You just use the buff checking system I used for slave circuits and a few others and your ability will filter down to the proper targets.  The overload is a little higher, but with proper nesting and termination it will function with high efficiency as either an active or a passive.

 

If you can't use different weapon types either, my well be dry. :)

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Reply #1349 Top

Quoting psychoak, reply 1349
The piece of cake way is what was done with the Jedi Fighters, constraint "HasPhaseMissiles" and constraint "HasEnergyWeapons" both work just like any other ApplyBuffToTargetsLinked. You give them that constraint, and the ability will only filter down to the specific fighters fitting the filter.

Isn't that exactly what I said?

Reply #1350 Top

True, strange extra information threw me off. :(