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 #1876 Top

Angles of meshpoints are 90 degrees each side and up/down. I do wish it was a little smarter as it cause soa ships to fire through the hull. I have found that if the odd angle is less than 90, it will still act as the main direction. I am thinking of trying the top saucer points forward but on an up angle of less than 90 so it will still as the forward, fire on a lot at back targets, but not down through the saucer.

Reply #1877 Top

Quoting myfist0, reply 1875
I know you cant do freeze all transforms on a null but I did do freeze scaling on all the nulls when I scaled down soa ships, so I think freeze rotations may work as well, I just haven't tested yet

For the record, freeze rotations does not work, it changes all the meshpoints to the same rotation. 

Reply #1878 Top

Quoting ZombiesRus5, reply 1870

Check your root point. If it was rotated in any way it messes up all the points contained in it when you export to xsi.

Okay, after double checking the scene file it does seem this is the cause of all my problems. Now the bigger question is how do I fix it? Trying to reset the rootpoint back to normal throws my entire scene off. Any ideas or do I have to rehardpoint this thing again? x_x

Reply #1879 Top

Unlink all helpers from the rootpoint, rotate, re-link.

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Reply #1880 Top

Quoting IskatuMesk, reply 1879

Unlink all helpers from the rootpoint, rotate, re-link.

I'm just going to hope it was the late hour and frustration that kept me from thinking of that and not my incompetence. Thanks, that worked perfectly, the model is now behaving exactly as intended.

Reply #1881 Top

Hey guys, both because I wanted to and because it seemed like a logical place to start modding the game, I'm working on improving the Kol. Anyway, I'm attempting to add a shield mitigation reduction debuff to the Gauss Rail Gun. I have the proper reference files installed correctly, and using the Stikulas' DefeatShields buff as a template, I added a shield mitigation effect to it, however I can never actually test it properly since every time I build the Kol and mouse over GRG to spend my first ability point on it, I get a minidump, and I'm not sure why.

Reply #1882 Top

Quoting Senza32, reply 1881

Hey guys, both because I wanted to and because it seemed like a logical place to start modding the game, I'm working on improving the Kol. Anyway, I'm attempting to add a shield mitigation reduction debuff to the Gauss Rail Gun. I have the proper reference files installed correctly, and using the Stikulas' DefeatShields buff as a template, I added a shield mitigation effect to it, however I can never actually test it properly since every time I build the Kol and mouse over GRG to spend my first ability point on it, I get a minidump, and I'm not sure why.

can you attach the files you modded? Did you add any new files? Did you update the entity manifest?

Reply #1883 Top

Edit: Okay, I got the Gauss Rail Gun to work properly the way I wanted to, but now I'm getting a runtime error after adding in the changes I wanted to do to Adaptive Force Field, namely making it passive and reducing its stats to make it so it wasn't too powerful given its new passive nature. Apologies if my code is weird, I wasn't too sure how to do Passive Abilities so it's probably a mess :P, links below.

Edit2: Wow, a blank line was apparently causing the runtime error! Weird, but I got it to work!

 

Buff Adaptive Shield-

http://pastebin.com/Kv0Vc0kF

 

Ability Adaptive Shield-

http://pastebin.com/UxSWe1sN

Reply #1884 Top

If any one knows much about particles, was wondering if it is possible to change the phase jump effects to be an exhaust like effect connected to exhaust points? (rather than the big flashy lines around the ship)

 

Reply #1885 Top

Phase jump uses a hardcoded hardpoint I think (most likely Center), but I haven't checked. I don't know if it's possible to make each ship use its own jump graphic (I distinctly recall back in diplomacy some of those ship lines weren't having any effect) but if you verify that works, you could make a custom particle for each ship aligning emitters to the engine models.

 

If you find a hardpoint reference for jump effects you can set it to Exhaust, and bingo.

Reply #1886 Top

Quoting IskatuMesk, reply 1885
I don't know if it's possible to make each ship use its own jump graphic

You cannot. For some reason you can make each ship have a custom jump sound, but the jump particle is actually assigned in the player.entity files. There is now 3 different sets of particles, 1 for frigates, 1 for capitalships, and 1 for titans, but you can't make custom jump effects for each ship.

Reply #1887 Top

I can always replace the phase jump effect with a blank particle I guess...

is there any way to make engine exhaust at least show when jumping? or some way to fake it?

Reply #1888 Top

Is phase jumping tied to an ability? Maybe you could make a buff or something that triggers effects on exhaust hardpoints...

Reply #1889 Top

Quoting IskatuMesk, reply 1888
Is phase jumping tied to an ability? Maybe you could make a buff or something that triggers effects on exhaust hardpoints...

No, but you might be able to get an ability to trigger on phase jumping.

Reply #1890 Top

Quoting GoaFan77, reply 1889
No, but you might be able to get an ability to trigger on phase jumping.

Passive using EnterHyperspace?

Reply #1892 Top

I had this idea to make the advent culture centers also function as trade ports (supposed to be instead of them).

I've looked at a few files: the planet module entities for the tradeport and culture center, plus the tradeport research subject.

At first, none of this looks like it does anything (bare with me, I have no idea what I'm doing) but properly name everything, attach costs, and make sure you have the right research. No 'BUFF_generateCrazyIncome' or something. I did find some stuff at the end about the trade ship spawns which I copied over to the culture center entity.

There are 2 other things I noticed: something called a planetModuleRoleType, and a statCountType. I get crashes if I try to have all of these different values on the culture center, and culture does not get generated if I switch the culture center to the tradeport values or leave it with just the trade ship spawns code.

I guess my question is what gets trade ports trading and is it possible to do what I'm trying to do?
I haven't yet looked at the starbase trading stuff...  

 

 
Reply #1893 Top

I never tried this, but it's probably possible to put a culture spreading ability on to the trade port.

Starbases do this as well, but a few have tried multiple types of SBs and the AI doesn't seem to like to build the other types.

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Reply #1894 Top

It's pretty simple. I do this with my Nephilim faction. Any structure can have culture output by modding: cultureSpreadRate.

BTW- this field is midway down the entity file after resourceExtractionType.

https://code.google.com/p/soaseplugin/wiki/RebellionPlanetModuleTradePort

Reply #1895 Top

I have just tried it using TEC broadcast center: the change is only in PLANETMODULE_TECHORBITALTRADEPORT.entity.

At the top, I changed entityType from PlanetModuleStandard to:

entityType "PlanetModuleTradePort"

And I added the following to the bottom:

cargoShipType "FrigateTechTradeShip"
maxCargoShipCount 5
cargoShipRespawnTime 30.000000
baseTradeIncomeRate 1.000000

Then the broadcast center generates trade income and links trade route.

Further, changing planetModuleRoleType from CULTURE to:

planetModuleRoleType "TRADEPORT"

makes the AI build it like normal trade ports (quickly build one per planet, but no more than one per planet), but the structure will no longer spread culture (!).

This also means that adding cultureSpreadRate to normal trade ports will not make it spread culture.

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Reply #1896 Top

Quoting Valpheus, reply 1895
This also means that adding cultureSpreadRate to normal trade ports will not make it spread culture.

I checked my nephilim file. Apparently I set these lines in the trade port as well.

planetModuleRoleType "CULTURE"
statCountType "ModuleCultureCenter"

It works fine- generates culture and trade.

I have little holy ships that perform pilgrimages between their culture shrines. It's works since Entrenchment and still works in Rebellion.

 

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Reply #1898 Top

Hi sins moding community!I hope this question was not answered before some where , yet I tried hard searching.

My question is: is there a way to make a weapon or/and ability that deals
certain damage to hull but fully ignore armor?

Example: weapon/ability deals 200 points of shield damage ( affected by shield mitigation , but let it be 0% for now) and then when it hits armor , it deals 200 hull damage (again affected by shield mitigation of 0%) but fully ignores armor (that ship had by the way , this value may be even huge, up to 99% damage reduction).
What i want , is to create ships that have weapons designed to tear heavily armored ships apart.

Reply #1899 Top

Quoting Terminatorvaler, reply 1898
is there a way to make a weapon or/and ability that deals
certain damage to hull but fully ignore armor?

Nope. There is currently no mechanic in the game that ignore's armor.

Reply #1900 Top

And what about ignoring shield mitigation but still dealing damage to shield?


Or some how make weapon or ability damage shield and hull different way?