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

 

7,606,041 views 2,761 replies
Reply #1351 Top

HasPhaseMissiles could do the trick, just put in a dummy weapon with that weapon type. Thanks!

Reply #1352 Top

Quoting psychoak, reply 1344
 Lots and lots of work for something that will never be right.

Yeah--it's not very practical but I was thinking a "proof of concept".

In some mods using modular construction by design, this might actually be possible to make as a built in mechanic.

The essential thing is there would have to be some buff that deactivated the first mesh when the second came in to replace it and that is tied to the damage cues.

So on my blown up Kol for example...the section I "blew up" could be one particle effect and the same section could be made "not blown up" and put in place on ship spawn.

When the damage effects were called for, the "blown up" section could be part of them--if a buff can be made that cancelled the first section.

Another good example could be the B5 mod's capital with the rotating section--it would be very easy to make an alternate with one of the "boxes" of that section ruptured or smoking--and it is already a particle mesh.

Reply #1353 Top

I'm seeing what I can do to get more functionality out of structures through the next week.

1.  Overhauling trade ports into orbiting space colonies.  If I can make it more complex than simply granting a population ability to trade ports, it'd be nice.  Not sure how I'll do this with the advent.

2.  I want to do something with labs.  Maybe grant civilian labs a boosting element to the planet it orbits and granting military labs a boost to defenses or visiting fleets.  Dunno yet.

3.  Refineries could grant a boost to extract rate for the local planet, or I could split the space colony idea into industrial and commercial colonies.

4.  I'd like to split up starbases into military and civilian ones.  Label it starbases (military) and starports (civilian).  Who would get what specific powers hasn't been hammered down quite yet, but culture, healing, trading would be the starport route.  Building of fleets and offense/defense would be the starbase.  Either or, I need to make both viable for building.



Reply #1354 Top

I've been plugging away at my little mod, and unfortunately I've tried to make a buff that I can't quite comprehend well enough to get working with Sins style buffs.

It's basically an AOE passive that increases the amount of armor the owning capitalship has based on how many enemy ships are nearby, up to a maximum amount. I've based it off of the Salvage Operations ability because of it's similarity, but I've gotten stuck. The capitalship unfortunately doesn't seem to receive any armor bonus at all, and I'm not sure what to do to fix it. I don't usually work with buffs bouncing back and forth between ships. ^_^

AbilityRUNFearlessness
BuffRUNFearlessnessSelf
BuffRUNFearlessnessTarget
BuffRUNFearlessnessRecourse

If any passing buffmeister could point out what I need to change to get it working, I'd be very grateful indeed.

Also, does anyone know of a cleaner way of draining a ship's shields completely without having to input some absurd amount of shield damage into an ability? Having 50 million damage show up in an ability breaks the textbox on Titan upgrades.

Reply #1355 Top

In BuffRUNFearlessnessTarget

      instantActionTriggerType "AlwaysPerform"

needs to be

      instantActionTriggerType "OnDelay"

      delayTime 0.000000

 

AlwaysPerform, combined with PrioritizeNewBuffs leads to an infinitely replaced recourse, use delays for single applications, always.

 

You also need to fix allowFirstSpawnerToStack FALSE in BuffRUNFearlessnessRecourse.

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Reply #1356 Top

Quoting XATHOS, reply 1353
I'm seeing what I can do to get more functionality out of structures through the next week.

1.  Overhauling trade ports into orbiting space colonies.  If I can make it more complex than simply granting a population ability to trade ports, it'd be nice.  Not sure how I'll do this with the advent.

2.  I want to do something with labs.  Maybe grant civilian labs a boosting element to the planet it orbits and granting military labs a boost to defenses or visiting fleets.  Dunno yet.

3.  Refineries could grant a boost to extract rate for the local planet, or I could split the space colony idea into industrial and commercial colonies.

4.  I'd like to split up starbases into military and civilian ones.  Label it starbases (military) and starports (civilian).  Who would get what specific powers hasn't been hammered down quite yet, but culture, healing, trading would be the starport route.  Building of fleets and offense/defense would be the starbase.  Either or, I need to make both viable for building.

Pretty much like all of these concept Xathos.  I especially like trade ports growing into population centers.

Along these lines something I haven't had a lot of time to work on but I am working on a not-on-page factory that spawns from a combat lab.  It produces specialty ships that look like refinery, tradeships and module constructors but are actually decoy and surprise garrison/spy ships.  I'm calling it a black ops center.  Feel free to steal the idea.

I had hoped to be able to put abilities on refinery/trade ships themselves but so far it seems they don't work (I haven't had any time to really dig into this). I had particularly hoped to create a buff that allows a refinery or trade ship to work as a probe--no luck on that.   This way I could have a black ops trade/refinery that produced the buff and the specialty ships.

Reply #1357 Top

Quoting psychoak, reply 1356
In BuffRUNFearlessnessTarget

instantActionTriggerType "AlwaysPerform"

needs to be

instantActionTriggerType "OnDelay"

delayTime 0.000000



AlwaysPerform, combined with PrioritizeNewBuffs leads to an infinitely replaced recourse, use delays for single applications, always.

I'm unsure if you maybe saying the same thing in around about way, but "AlwaysPerform" should only be used for periodic actions in buff files and instant actions in ability files. Having AlwaysPerform in a buff instant action tends to cause it to do absolutely nothing, which seems to be what is happening to you Yholl.

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Reply #1358 Top

I haven't explored to see how far the options go, but trade ships will use passives.

 

I have two different functions running on trade ships right now, one is an attack, the other an event trigger.  You should be able to set up a cyclical nested function under a passive that applies and resets when the conditions are proper and maintain a minimal footprint on performance.

 

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Reply #1359 Top

I had used passives on mines and fighters successfully but when put on tradeships in Rebellion they did nothing.  They showed up but produced no effect at all.

I'll have to go back and see what's up with it.  I had tried several that worked elsewhere.  Interesting--thanks for the response.

Reply #1360 Top

I haven't ported my work to Rebellion yet, I guess it's possible they neutered them further.  They have to have at least some functionality though, they have passive durability abilities in vanilla Rebellion.

Reply #1361 Top

Yeah--there are abilities that apply to them so there must be some things you can do.

If I can get a block of time I'll see if I can test something more on them and post up any finds.

Reply #1362 Top

Quoting Sinperium, reply 1357

Pretty much like all of these concept Xathos.  I especially like trade ports growing into population centers.

Along these lines something I haven't had a lot of time to work on but I am working on a not-on-page factory that spawns from a combat lab.  It produces specialty ships that look like refinery, tradeships and module constructors but are actually decoy and surprise garrison/spy ships.  I'm calling it a black ops center.  Feel free to steal the idea.

I had hoped to be able to put abilities on refinery/trade ships themselves but so far it seems they don't work (I haven't had any time to really dig into this). I had particularly hoped to create a buff that allows a refinery or trade ship to work as a probe--no luck on that.   This way I could have a black ops trade/refinery that produced the buff and the specialty ships.

Thanks.  I am mainly keen on doing the first 3.  The starbase idea would require much more work, but I'm also working on several other things at once.  My standard game of Sins is very different than the vanilla version.  Inbetween a laundry list of tweaks and balancing changes, I've also been looking for ways to enhance the game.  The last thing I did was add roletype passive buffs on all the capital ships, in place of the ultimate abilities, that can affect whole fleets.  Been having alot of success with it (and the AI has been happily using it to murder my fleets).

Anyway, my time is split inbetween playtesting and toying with a Tconfig compliant (finally) proper RPG mod for Terraria, and Dawnguard (Skyrim).  I honestly haven't done much work on those ideas quite yet.  I also have to a list of things I'm converting by hand over from Diplomacy.  That last part will take a good while.

On a side note, a cruiser with spy abilities would fill in the missing 7th cruiser in with the Vasari.  Could name it *insert Vasari sounding name* Sneaker.


Reply #1363 Top

Hey everyone, there is a model that I have (modified asteroid with a ship that has crashed into it). It needs to be UV'd.... Can anyone help out? I don't have the skills to do it....

Reply #1364 Top

Quoting psychoak, reply 1356
In BuffRUNFearlessnessTarget

      instantActionTriggerType "AlwaysPerform"

needs to be

      instantActionTriggerType "OnDelay"

      delayTime 0.000000

 

AlwaysPerform, combined with PrioritizeNewBuffs leads to an infinitely replaced recourse, use delays for single applications, always.

 

You also need to fix allowFirstSpawnerToStack FALSE in BuffRUNFearlessnessRecourse.

 

Thanks psychoak and Goafan77, as always, your work is greatly appreciated! Works flawlessly now, and I understand buffs a little better now.

Reply #1365 Top

I've recently bought Trinity on Gamersgate, and since installing the game and starting a little bit of modding, I found out that there doesn't seem to be any PLANETMODULES_blah blah blah in the diplomacy gameinfo folder. Does the game use the gameinfo files in the original directory of Sins or does it use the ones in the gameinfo folder inside of entrenchment?

 

I tried looking into this, but almost immediately realized I don't know where to look for this or what to put into the search terms when my initial search attempts failed. 

 

Any reply would be appreciated.

 

Edit: Pertaining to the above issue, if I want to change something about the TEC's trade ports, would I use the entrenchment file or the original sins' files? I guess they're not the same due to the fact that if they were the same, then entrenchment would simply use the original version instead of making a redundant copy.

Reply #1366 Top

Generally speaking, you want to use the most recent file...if there is a diplomacy version, use that...if there is no diplomacy version, use the entrenchment version....if there is no entrenchment version, use the original version...

What I used to do before Rebellion was convert all the original, entrenchment, and diplomacy entity files....then, I'd copy all the original files to a new folder...after that, I'd copy all the entrenchment files to that same folder, allowing the entrenchment files to overwrite any original files of the same name...finally, I'd copy all the diplomacy files to the same folder, allowing them to overwrite any original/entrenchment files of the same name...this insures that whatever file is in that folder is the most recent...

For the most part, Diplomacy only provides files for the new content it adds...Entrenchment has a ton of files because starbases needed to be added to the target filters for a lot of abilities and some lines were added to certain files...

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Reply #1367 Top

Assert @ C:\Projects\P4\SinsDiplomacy\Release\CodeSource\GS/Entity/Interfaces/IBuff.cpp(2380)

(instantAction.instantActionTriggerType == InstantActionTriggerType::AlwaysPerform) || (instantAction.instantActionTriggerType == InstantActionTriggerType::OnChance)

 

Trying to find a minidump, and wondering if this error is what is causing it.

Reply #1368 Top

Quoting CoronalFire, reply 1368
Trying to find a minidump, and wondering if this error is what is causing it.

Seem to be using an InstantAction type that doesn't work somewhere. Like AlwaysPerform in a buff or OnDelay in an ability.

Reply #1369 Top

It's a periodic action.  You have one in a periodic it doesn't like(probably OnDelay), and it's giving you the list of acceptable triggers.

Reply #1370 Top

I made this passive ability, whose purpose is to give a ship an impenetrable shield. This works fine. Then I decided to expand this passive to make it so that once the ship loses it's shields, that it will X damage done to it, effectively making it so that the ship dies once it loses it's shields. Now, for whatever reason, the damage buff is being applied while the ship's shields are at full strength, and further more, once the ship loses it's shields the phase block buff doesn't go away, which indicates something is up. In addition, if I make the ability into a usual autocasting one with a cost, then it works as intended, which baffles me.

Reply #1371 Top

PrioritizeNewBuffs

As a passive, this ability is perpetually replacing itself.  Which, naturally, triggers the OnBuffFinish application of the damage. :)

Reply #1372 Top

He is a genius.

Reply #1373 Top

The best way to learn not to do something is by getting burned.  In my case, repeatedly.

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Reply #1374 Top

Amazing, that did the trick. Much thanks, psychoak! With this ability done, true work on the Yuuzhan Vong, a race for whom shields represent the "real" health of their ships, can begin. The shield recovery and shield mitigation mechanics of Sins are perfect for twisting the Vong into something unique, however they still have to have a certain amount of hull strength due to various anti-hull abilities.

Reply #1375 Top

My memory is a bit hazy, but did Vong ships really start blowing up as soon as their dovin basals went down?  I thought yorik coral was stronger than that.