sinropa sinropa

Need Mod Help?

Need Mod Help?

Simple questions are spread out all across this forum... here is a place for you to ask again (or for the first time) and hopefully get an answer. The forum is bugged for me and the usual "recent active posts" search isnt going smooth. From now on ill help as much as i can using this post and PM.

Give some decent info and provide situations like:

"I have a mod directory set up and it works. What i want to do is make all starting locations for all sides start with 3 extra resource asteroids so that the game will pick up speed faster, equally. Any idea what files i would need to look at and what values i should change?"

If you provide an example as clear as the one above it will be very easy for a fellow modder to point you where you need to go.

I'm asking those active in the community to check this post as often as possible to assist those seeking answers in hope that one day we may see more than 3 released mods for this game...

Thanks in advance for your help.

-SiN

33,118 views 34 replies
Reply #26 Top
Well, I checked out the maps. The one I was thinking of is Derelict, but it doesn't actually have the stars connected, it just has 3 stars reachable by phase lanes so they're not separate systems. Sorry, I haven't touched small maps in ages so I forgot exactly what it was.

I guess it isn't possible to force phase lane connections between stars, but still, maybe something like the way Derelict is set up might work for you?
Reply #27 Top
After some experimentation I got phaseline wormholes to work using this entry:

interStarConnectionCount 1
interStarConnection
starIndexA 0
planetIndexA 1
starIndexB 1
planetIndexB 1
spawnProbability 1.0
type "PhaseLane"

However if you use the Forge and save the map again it deletes all the interStarConnectionCount. Would love to figure out how to use this for star to star connections just cant see how. Though manual connections is workable as well.
Reply #28 Top
Yep, I have a whole large map with that type of setup. Manual connections should be fine, just time consuming.

New question: How does the game figure out where to put the map in the "Small, Medium, Large" sections of the game? All the maps i make, no matter how big, appear in the small map selection in SIN.
Reply #29 Top
I think it uses the type setting you select for the map. Like, you can select "1v1, 2v2, 4v4, FFA" etc, and it tosses them in categories based on that.

And yes, Galaxy Forge wipes all manual modifications to the map file if you open the map in it. So you should make the map first, and then do all the manual connections ;)
Reply #30 Top
Hi,
I also figured out how to lock starting positions. For example Tech always start at X, Vasari at Y etc. Within the map editor you over-ride the player name and then set that name to the homeworld on the map (as opposed to just using Player0, Player1 etc).

There is a minor bug with this however. The game pretty much ignores any racial selection you make at the start screen for the map. So if you pick Advent but get placed in the Vasari location your portrait and voice for general messages, events and diplomacy will be Advent though your ships voices, race etc will still be Vasari. This is fine by me.

Another question. I added a pirate base to the game but the pirate player starts conquered the pirate base is just a colonizable planet/asteroid. Do I have to do anything else to have an active Pirate player?
Reply #31 Top
How does one open the .mesh files in the XSI tool? I see the xsi to mesh converter but is there one that goes mesh to xsi? I want to mess with the original sins ship models.
Reply #32 Top
Another question. I added a pirate base to the game but the pirate player starts conquered the pirate base is just a colonizable planet/asteroid. Do I have to do anything else to have an active Pirate player?
End of quote


Figured it out. PirateBase was slightly outside stars radius. Deleted and re-added it in Galaxy Forge and it worked fine.

Reply #33 Top
I think it uses the type setting you select for the map. Like, you can select "1v1, 2v2, 4v4, FFA" etc, and it tosses them in categories based on that.And yes, Galaxy Forge wipes all manual modifications to the map file if you open the map in it. So you should make the map first, and then do all the manual connections
End of quote


No this isn't it. I tested it out by adding all options but it still lists it as a small map. Tried copying galaxy size etc from a large map like the Aerolian Sector and it still lists it as a small map.

I'll post a separate specific thread about it.

Reply #34 Top
C:\Documents and Settings\Hikako\My Documents\SinsModPackageIncomplete\ConvertXSI
>convertXSI ussrconst.xsi ussrconst.mesh
ERROR : XSIParser::ReadDotXSIHeader
ERROR : CXSIParser::Open
Failed to Open ussrconst.xsi.

what does this mean and how do I fix it

Used 3dsmax 9 to export to XSI via Crosswalk.