Modding

Text & Binary Modes

Originally, majority of files are in a binary mode, so in order to edit it, you have to convert it to a text mode or download preconverted reference files.

Game can understand both modes.

General Mod Structure

Here is the general structure of any mod, which mirrors the game structure:

Game reads *.manifest files and loads listed files. If it can't find a file in the mod, it loads vanilla or crashes with an error.

Here is the List Of All Parameters & Values for every notable item.

*.galaxy

Galaxy Forge is used to create maps. It is located in the game root folder.

Here is the auxiliary article.

*.entity

Every *.entity is a text file. Every file is a single game entity. Every entity has a type, which is mentioned at the beginning of a file.

Every entity type has its own structure, for example:

Ability & Buff types are usually used together for creating dynamic abilities for vehicles, which often use *.particle files for visualization.

*.mesh

Every *.mesh is a text file which represents a 3d object.

For some simple operations you can work with it as it is:

But for something more, you have to convert it to another format in order to use it in a 3d Editor.

There is a common practice to use Softimage Mod Tool for modelling. Then you need to convert models to meshes using Convert XSI official utility.

*.particle

Particle Forge is used to create ingame visuals. It is located in the game root folder. Here is the auxiliary article.

Debugging

Sins of a Solar Empire Rebellion Dev.exe - runs the game in a special mode, which allows dynamic content update & shows errors. It is located in the game's root folder.

Developer Errors - forum thread dedicated to errors.

Tutorials

An Idiot's Guide To Preparing For Sins Modding

How To Add A New Race

Free To Use Assets

Free Bitmaps - planet textures

Celestia Motherlode - models, textures & tools

Sol Command - models

SoaSE Models - SoaSE models converted into more common format