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 #1601 Top

Ok for some reason tonight i can not get my null to create above my model. It just hangs out at the botton and this i believe is wrong? The Rootpoint should be just under the scene and camera but before model?  

 

Using XSI mod tool 7.5

Reply #1602 Top

Quoting Haiyooo, reply 1601
Ok for some reason tonight i can not get my null to create above my model. It just hangs out at the botton and this i believe is wrong? The Rootpoint should be just under the scene and camera but before model?  

The rootpoint should be at the same level as the model. I don't think it matters whether it is above or below in the list, but the rootpoint cannot be IN the model's "folder".

Reply #1604 Top

found cached version of myfists site so i can answer my own questions by reading yay :) 

Reply #1605 Top

Is there a way to tell a group of ships with the same ability to use that ability simultaneously on a target? 

Reply #1606 Top

Quoting ParadePartizan, reply 1606
Is there a way to tell a group of ships with the same ability to use that ability simultaneously on a target? 

Not automatically.

Reply #1607 Top

Quoting ParadePartizan, reply 1606
Is there a way to tell a group of ships with the same ability to use that ability simultaneously on a target?

The only way you could do this is if you had a very specific ability and gave it a good ai use time...for example, with a little modding you can make it so that martyrdom (the seeker ability) fires whenever you select an enemy ship as the move target...in essence, you can make an unlimited number of seeker vessels martyr on a target with a single click...but in general no you cannot do this for an ability...

FYI, if you have a bunch of frigates selected and you right click an ability to toggle autocast, it will affect all selected ships of the same time with that ability...

Reply #1608 Top

Actually, it wont.

 

A large group of ships can take several seconds to finish triggering abilities in that circumstance.  I ran into this with cloaking in SOA2, you cloak the fleet by switching them to autocast, and decloak with a fleet decloaking ability.  They are far from instant and uniform when cloaking.

Reply #1609 Top

I think you are working with an entirely different circumstance...you can get unlimited seekers to use martyrdom, you have to remove the hull damage requirement...

Reply #1610 Top

Um, why wouldn't you use toggle abilities for cloaking!

Reply #1611 Top

Quick question...do lab structures support any abilities?

Reply #1612 Top

Quoting CoronalFire, reply 1612
Quick question...do lab structures support any abilities?

They can if you want them to. I gave all the labs in Enhanced 4X abilities that buff random things.

Reply #1613 Top

This is the initial situation: I want to use an ability manually, that buffs a friendly target with hullrep and shield restore. The buff stacks up to 5 times. So i planed to use 5 ships as a group to buff another ship with 5 stacks simultaniously. But every time i try to use the ability with a group of ships they just apply 1 stack, 2 stacks at maximum. Is it possible to change it so every ship in the group applies the buff? 

Reply #1614 Top

Quoting ParadePartizan, reply 1614
Is it possible to change it so every ship in the group applies the buff?

 

Possibly...you could try making the ai use time "Anytime" and the ai target "any", then give all the support ships a move order on the target ship...ability would have to have autocast on...this is essentially how overseers work, you give them a move order on the target ship and they are pretty good at all using their ability on it...granted they won't all probably use the ability at the exact same moment but hopefully it'll be close enough that it won't matter...

Reply #1615 Top

The cloak is a toggle, but autocast only works one way without having a conditional trigger.

Reply #1617 Top

Quoting Drian117, reply 1617
Can anyone tell me what is exactly wrong, where it is and how to fix it? Please and Thank you.

 

Drian

Please describe what you're trying to do, no one is going to know exactly just from looking at a file. And please use pastebin, that way we don't have to download an unknown file.

Reply #1618 Top

Never mind fixed it.

Reply #1619 Top

Looking for 2 things...

First, when you use the map designer, if you have a non-zero player count for a star then the designer tries to automatically spawn several things for each player (the normal start of TerranHome, an asteroid, RandomIceVolcanic, etc.)...how do you change those items?  It doesn't seem to be in GalaxyRandomizer.window, and changing RandomTemplate.galaxy doesn't seem to do anything (though it does seem to be used by the map designer for at least some things)...

Also, I'm looking for where the brush references for the "unknown" are actually referred...the brush references themselves are in the same brush files as all the other planet icons, but I can't find where (window file?) the "unknown" brushes are actually called upon....

Reply #1620 Top

Quoting Seleuceia, reply 1620
First, when you use the map designer, if you have a non-zero player count for a star then the designer tries to automatically spawn several things for each player (the normal start of TerranHome, an asteroid, RandomIceVolcanic, etc.)...how do you change those items?  It doesn't seem to be in GalaxyRandomizer.window, and changing RandomTemplate.galaxy doesn't seem to do anything (though it does seem to be used by the map designer for at least some things)...

Do random maps in notepad. There's a section where each player's starting area is defined. 

Quoting Seleuceia, reply 1620
Also, I'm looking for where the brush references for the "unknown" are actually referred...the brush references themselves are in the same brush files as all the other planet icons, but I can't find where (window file?) the "unknown" brushes are actually called upon....

You mean for planets? Its in each planet entity file.

Reply #1621 Top

Quoting GoaFan77, reply 1621
Do random maps in notepad. There's a section where each player's starting area is defined.

I know once I generate a map in the designer, I can edit the text file no problem...but is there no way to automatically set that?  It's annoying since each time I generate a map I either have to go to each star and set the player count to zero or cycle through a bunch of errors...

Quoting GoaFan77, reply 1621
You mean for planets? Its in each planet entity file.

You know how if you haven't explored a planet, you simply see the grey-whitish circle from the mainview?  Planets you haven't explored yet use the "unknown" icon set...it's definitely not called by any planet entity file...I figured it would be in some window file but I've checked several and haven't found it....

I can find the actual brush references (there are 4 IIRC) but I don't know what file actually calls upon them....

Reply #1622 Top

FYI, the Unknown planet references are in the player files...

Reply #1623 Top

Quoting Seleuceia, reply 1623
FYI, the Unknown planet references are in the player files...

Lol, interesting. I guess you can have a different unknown planet reference per play, might work well with a customized UI.

Reply #1625 Top

Quoting ParadePartizan, reply 1625
How/Where do i change the overall size of a ship/structure? 

You have to change the mesh of the ship/structure, either by trying one of the resize tools or importing the mesh using a 3DS max script and changing the scale in a modeling software of your choice.

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