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

 

7,602,404 views 2,761 replies
Reply #1551 Top

Quoting Seleuceia, reply 1551
For "allegianceEnemyMaxLossRate", you simply have a value of "0"...try making that value "0.0000000000", giving it the same number of digits as the original value....

Unless anyone has actually gotten rid of culture this way, it might be safe to change it to "-0.0000000001". For all we know  they use that number to divide something by, which could cause a crash.

Reply #1552 Top

Balls. I made all those changes, and it's still crashing. The sound entry one was one I was thinking of for a while, but even that did not stop the flow of chunky lard from splattering all over my face.

 

It is not a consistent crash, it's very random us gamers XD in that sometimes I get by a full game without a crash. If it doesn't crash within a minute it'll never crash. I thought it would be related to the AI, but... I can't find any indicator of a roletype I'm missing. I added corvette types and have never touched titans. Hmm.

Reply #1553 Top

Quoting IskatuMesk, reply 1552
Balls. I made all those changes, and it's still crashing. The sound entry one was one I was thinking of for a while, but even that did not stop the flow of chunky lard from splattering all over my face.

 

It is not a consistent crash, it's very random us gamers in that sometimes I get by a full game without a crash. If it doesn't crash within a minute it'll never crash. I thought it would be related to the AI, but... I can't find any indicator of a roletype I'm missing. I added corvette types and have never touched titans. Hmm.

Yup. I had the exact same thing when I was working on Requiem in Diplomacy.

While I never figured out what it was, I now remember being fairly convinced it had something to do with the GalaxyScenarioDef file and galaxy creation (No other files crashes as often without any sort of warnings). I think the Distant Stars guys also had this and managed to fix it, but they never told me enough to figure out exactly what the issue was for them.

Or maybe its not the same thing. Just when we think us modders think we have everything figured out, one of us finds an error even the devs didn't know existed. x_x Go figure.

Reply #1554 Top

Well, the convertxsi.exe has a ton of problems I'm sure the devs never ran into, at least not very often. Everything from completely inconsistent, self-replicating checksum errors (don't ask) to the phantom backfaces that randomly plague certain meshes.

 

I'm 69% sure this problem lays in the gameplay.constants file. I think what I'm going to do when I get more time is to crunch down a new file and see what happens with a ton of redundant tests as I re-implement my changes. I'm sure it's a typo or some kind of hidden number interaction that fails, or something incredibly stupid I overlooked.

All I changed in the Galaxy Def file is changing all of the tech ships that spawn as neutrals into my own entities and making players spawn with more factories. Unless there's more hidden behavior or something in there I need to be wary of... these are changes I did in Diplomacy with no problems.

Reply #1555 Top

I do realize I'm likely late on this, but last night I realized that 1.1 added some lines to Gameplay.constants.

Reply #1556 Top

Yeah, I scrapped the old gameplay.constants and converted a new one from 1.1. However, I do remember managing to break it before back in Diplomacy in ways I could never identify. Here's to wishing Sins had the kind of debug support supreme commander had...

Reply #1557 Top

Oh the mysteries of sins MDs...hell, I had the space ponies crash my game all the time because I renamed the file....

Reply #1558 Top

And how I've removed space ponies entirely and I have no issues...

Reply #1559 Top

Don't know what to tell you...removing it from manifest, GSD, and all planet entities still resulted in MDs...

Reply #1560 Top

And yet, I haven't seen a single issue with entirely removing space ponies. If anything, I have no idea what to tell you. :v

Reply #1561 Top

Huh. This is so confusing. I re-did the gameplay.constants with the AI retreat changes, the 0 entries for critical hit stuff, the damage values, and the population/culture numbers. It's still crashing incessantly. It's almost like it crashes the second a scout is about to pop into a planet (but without actually leaving hyperspace). I tried returning the critical stuff to defaults but it's still exploding.

 

So inconsistent, and the total lack of error messages doesn't really help.

 

/e

It isn't always the first scout that crashes, it can be the second. I played on a 1v1 map, defeated myself to spectate, and the AI launched two scouts. The first hit a asteroid with no problems. The second crashed before it left hyperspace on a second asteroid.

 

Also, to clarify, I did not even run a modified scenario def file until I started crashing. I added one to change the default ships to my new ones in case defaults were crashing.

/e 2

Another observation on my blood bath map. Again, the scouts to the first neutral planet were fine. Then the second set of scouts were about to hit my homeworld, and it crashed.

/e 3

Third observation. All scouts went through fine. First capital and colony ship hit a planet. Crashes soon after. I had reset the culture numbers to their default settings.

/e 4

I restored default gameplay.constants and crashes all vanishes. I restored mine, restored default AIretreat. Crashes again. Now going to try restoring the default armor types.

/e 5

 

What the hell, how can this still be crashing?!

 

/e 6

It has mysteriously stopped crashing for several tests. I am too enraged to deal with this any more, so I'm going to go back to modeling.

Reply #1563 Top

Is there a way to have a different target count per weapon?

For instance, I would like to have 2 guns at the front bank of a ship.
One I want to be a powerful 1 target beam, while the other to be a multiple target low strength laser.

If not possible, would creating some kind of free auto-cast ability for the beam weapon work as a workaround for something like this?
Can you lock an ability to a weapon bank\arc?

Also, how does the TargetCountPerBank work exactly?
If the TargetCountPerBank is 2, is it per bank entirely, or per weapon per bank. ie, would it be possible to have 2 weapons on a bank fire at 2 different units each, totalling 4? or would both weapons fire at only the same 2 units?

Reply #1564 Top

A nice simple question:

When I actually play the game (I spend about 10x time modding than I do playing).

I get the same artifact over and over, even if I make a map and place a specific artifact I get the wrong artifact in game. I think my galaxysceneriodef is borked but I have gone over it with much scrutiny.

Any ideas?

Reply #1565 Top

^Are you spawning the artifact in a group "Always" with "NoOwner"?

Reply #1566 Top

Always

PlanetOwner

 

FYI it also happens with random artifacts, every artifact discovered is artifact:TradeIncome (matter compressor).

Reply #1567 Top

Quoting XViper123, reply 1564
Is there a way to have a different target count per weapon?

No

Quoting XViper123, reply 1564
If not possible, would creating some kind of free auto-cast ability for the beam weapon work as a workaround for something like this?
Can you lock an ability to a weapon bank\arc?

With Rebellion this is possible with ApplyBuffToTargetsInDirectionalCone.

Quoting XViper123, reply 1564
Also, how does the TargetCountPerBank work exactly?
If the TargetCountPerBank is 2, is it per bank entirely, or per weapon per bank. ie, would it be possible to have 2 weapons on a bank fire at 2 different units each, totalling 4? or would both weapons fire at only the same 2 units?

The weapons would all fire on the same targetted unit. 

It's mostly cosmetic when adding multiple weapons unless they have different AttackType's.

 

Reply #1568 Top

Quoting idontcareaboutyou, reply 1567
Always

PlanetOwner

 

FYI it also happens with random artifacts, every artifact discovered is artifact:TradeIncome (matter compressor).

You need to use the NoOwner like Goa said and change all the galaxy maps to have a 0% artifact ratio if you want to guarantee artifact placements.

Otherwise a planet "may" get a random artifact regardless if you had one preset in the GSD.

 

Reply #1569 Top

I am getting alot of Text FileArchive missing Label errors for my mod.

As far as I can tell they don't really break anything, but its something I just need to fix.

Doing some research I'm pretty sure it is because I'm using reference files from 1.1 (The only ones I can find a link to download here?)

I only just realised (to my ignorance) that the current version is 1.6.

Is there a way to update my modded files somehow? Is there a reference file pack for 1.6? or do I have to convert everything manually?
Does this mean I have to basically redo all of my mod files?

Reply #1571 Top

Rebellion.

I'll post the errors if that will help.

Reply #1572 Top

Quoting XViper123, reply 1570
Text FileArchive missing Label

This is probably means you screwed something up. ;) This means the game found a line that it didn't know how to handle. Either you misspelled a line, you forgot to adjust a count, or occasionally new modders try to use a line from a different type of entity file.

Reply #1573 Top

xviper123 the latest version of rebellion IS 1.10 which you will automatically get if you have steam set to update rebellion when you go online, and I checked just after the lat post of mine.

harpo

 

Reply #1574 Top

Ok, sorry about that.
I thought I read somewhere that Rebellion is on 1.6.


I appear to be getting that error on anything I modify. I'm pretty sure I am adjusting the count in files correctly.

Edit: Here's a question, would this be occurring if I have set the count too high? Is it looking for stuff in blank spaces? on lines that don't even exist?

Edit: Yep, that was it. Not the easiet thing to pin-point, but I eventually got the count exactly right. I tried to over-compensate initially, not realising that it would cause errors like that. Thanks for confirming the reference files were correct.

Reply #1575 Top

xviper123, all you had to do to confirm the rebellion version is to look at the bottom right corner of the main menu screen and you will see the rebellion version number.

harpo