bailknight bailknight

[MOD] Bailknight`s Graphic Mod for Entrenchment ver 1.02 Fixed 1

[MOD] Bailknight`s Graphic Mod for Entrenchment ver 1.02 Fixed 1

Compatible with Entrenchment ver 1.02

 Bailknight`s Graphic Mod for Entrenchment ver 1.02 Fixed 1

Fix TEC light frigate weapon travel speed issue. If you get previous version please re-download this.

DOWNLOAD : http://www.mediafire.com/?yoomlxzk889

Compatible ONLY with Sins Entrenchment ver 1.02 not original Sins

This mod Contain "Volumetric Explosions&Damage Effects ver. 1.13 " by ManSh00ter

Warning - This mod didn`t trough entensive test so may have some serious bugs. When you find some please inform me.

0. Fix
   1. Fix TEC light frigate`s weapon travel speed (600 -> 6000)

1. How to install MOD
   1. Update your Entrenchment ver to 1.02 first
   2. Start Entrenchment
   3. Go option -> mods -> show modpath to confirm your mods folder.
   4. Quit Entrenchment
   5. Put "bkg_Entrenchment_v1.02_1" folder into your Entrenchment mods folder.
      ex) C:\Documents and Settings\youraccountnamemayhere\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods-Entrenchment v1.02\bkg_Entrenchment_v1.02_1   <- this folder should contain 6 folders(GameInfo, Mesh, Particle, PipelineEffect, TextureAnimations, Textures) and 6 manifest files(brush, entity, galaxy, playerPictures, playerThemes, skybox)
   6. Start Entrenchment
   7. Go option -> mods -> enable mod to activate mod.
   8. enjoy mod.

2. Changes - Visual
   1. Enhanced every weapon effects.
   2. Enhanced and added most ability effects.
   3  Add new mine explosion effect for each mines.
   3. Enhanced some explosion effects and Implented with ManSh00ter`s Volumetric Explosions&Damage Effects ver. 1.13
   4. Enhanced and optimized other various effects.
   5. Heavy Crusiers length extended.
   6. Phase Gate now stand up and rotate and bigger .
   7. Weapon Jamming Module downsized.
   8. Optimized TEC Fighter mesh.
   9. Pirate Gauss defense`s weapon changed to autocannon (only visual)

3. Changes - Gameplay
   1. None
   2. Still if you remove GameInfo folder, You`ll lost every enhanced beam effect and ability effects.
  
4. Fixes from vanilla SOASE Entrenchment ver 1.02
   1. Fix some improper weapon points.
   2. Fix persistence passive effects disappearing when load saved game.
   3. Fix Advent starbase`s Meteor planet ability didn`t work collectly at level 2 (Has 0 ranges).

5. Credit
   1. Thanks to Stannum for his SOASE 3Dsmax importer and exporter tool ver 1.1
   2. Thanks to ManSh00ter for his "Volumetric Explosions&Damage Effects ver. 1.13"

P.S.  Send me PM or e-mail for notice If you want modify or redistribute this MOD.


 For Sins ver 1.1 (Converted by Annatar)

(Notice- Pirate base replaced to desert planet in this video for better bombardment presentation. Not in release version)

TEC http://www.youtube.com/watch?v=fyZtYW0EhOs

ADVENT http://www.youtube.com/watch?v=JbBSxcCwjh8

VASARI http://www.youtube.com/watch?v=ihxCkD6eLmw

DOWNLOAD : http://files.filefront.com/Bailknight+11rar/;12438797;/fileinfo.html

2,165,698 views 770 replies
Reply #52 Top
I really like the looks of this mod!
I hope it wont increase the system requirements too much, cos' i think thats how it should've look like originally.
Altrough i have a question:
Do you - by any chance - enhance the shield effect too? Because in my opinion that looks very bad, it can barely be seen and u know... it's just fun to see how the shields flash and glow in a space battle.
Altrough a lot of - actually nice looking - shield effects could cause a huge drop in FPS... in that case, what if only capital ships get cool shields, huh?

I'm looking forward to try this mod!
Reply #53 Top
all i can say is "stardock job-applicant"
Reply #54 Top
Stardock had nothing to do with Sins particles :P And as always, Ironclad was trying to make the game run well on some pretty low end machines, which meant toning it down some, not that they didn't have talented people working on it :P

This stuff really looks great, though! Good job, can't wait to try it :)
Reply #55 Top
Annatar is correct. That is why we are waiting for the high resoultion packs to be released to see the full majestic glory of what IC had in mind.
Reply #56 Top
One thing i likes in Stardock games... there're always want to focusing on the playability, enjoy, creativity and not on the graphics like others doing nowadays.
Reply #57 Top
good lord can we get a tentative release date? end of march he said right?
Reply #58 Top
Very, VERY nice work.
I look forward to downloading it.

... My game of Sins is going to look kind of boring, after seeing this. ^_^

Now if someone would make the guns sound more impressive, as well.
Reply #59 Top
BailknightHmmmm Didn't you mod the hell out of Star Wars Empires at war? If its the same knight.. You guys are going to love his work. Good to you see over on this game. If not the same Knight. My bad. Still looks good tho.

Yes I am.

Question for you, Bailknight...Do your changes include the .entity files, or are you working exclusively in .particle files. I only ask because if you ARE working just in particles it would do wonders for compatability w/ other mods and combinations.Looks great, btw. I'll be downloading as soon as you're ready.

I`m work on both side. Some buff entities need to be changed for attach position. And TEC LRM`s Cluster Warhead is completly replaced with new one for better visual appearance etc.

I really like the looks of this mod!I hope it wont increase the system requirements too much, cos' i think thats how it should've look like originally.Altrough i have a question:Do you - by any chance - enhance the shield effect too? Because in my opinion that looks very bad, it can barely be seen and u know... it's just fun to see how the shields flash and glow in a space battle.Altrough a lot of - actually nice looking - shield effects could cause a huge drop in FPS... in that case, what if only capital ships get cool shields, huh?I'm looking forward to try this mod!

Well I don`t like vanilla`s shield effect but there is no way to fix it with particles or entities. Saddly enough, I couldn`t make race-specific ship explosion because "Explosions.explosiondata" didn`t support more than 11 explosionEffectCount. This is same for Particle`d NumEmitters that if you use 11 particle emitter in single particle effect then you`ll have minidump almost randomly in 3minutes :(




Reply #60 Top
Very, very pleased with the Vasari upgrade so far, excellent stuff bailknight!
Reply #61 Top
Argh, I really wish there was a way to run two mods at once or something. This looks awesome, but I also run that "Sins Plus" mod because I like the extra planets.
Reply #62 Top
Gj with Vasari, can't wait for release

kamsahamnida bailknight~
Reply #64 Top
meepzero: there is a way to combine multiple mods, however they cannot change/overwrite the same files. So if you run a graphic mod for planets stars etc, you can combine this particle mod with it, so long as you do not need to overwrite the files. If you do, it might or might not cause a crash.

The problem for the moment is we have to use the entire Gameinfo and particle directorys. Graphics and sound do not seem to share this limitation (none that i can see anyhow), but if we could somehow come up with a Standard issue text file to list all the files we modify in each mod, it would go a long way helping users blend/merge mods.

just my 2 cents.
Reply #65 Top
Great looking stuff (again). Very nicely done :)
Reply #66 Top
This is just a suggestion.
Maybe you can add more animation for ship and higher texture to whole game. Sometimes the sprite is not sync with the gun. The gun is still at it's position while the muzzle flash is going to somewhere.
Reply #68 Top
This is just a suggestion.Maybe you can add more animation for ship and higher texture to whole game. Sometimes the sprite is not sync with the gun. The gun is still at it's position while the muzzle flash is going to somewhere.


Surprisingly, Sins didn`t support any mesh animation at all! I never thought a 3d game with no animation can be possible.. :D
Reply #69 Top
Sin's was made to not have turret animations. It cuts down in system power used, that way more people can run the game on lower end computers.

In regards to textures, apparently theres a high-res texture pack in the works from the company...? Thats what I heard anyways.
Reply #70 Top
I wish i knew how to mod so i could help you get this done. I'm eagerly awaiting this new mod. It is going to bring so much more into the game visually and im interested in seeing how my new pc will handle it all. Should look fing fantastic.
Reply #71 Top
Will this run alongside the Distant Stars mod? Or can this only be run by itself? It would be awesome to see both running in tandiem.
Reply #72 Top
Will this run alongside the Distant Stars mod? Or can this only be run by itself? It would be awesome to see both running in tandiem.


It depends on the amount of changes, which files, and to what level you want to merge the two (basically, for the most part, it's a question of how much effort; the only thing that will actually conflict between two mods is if they change the same file, and even then, only if they change the exact same line are they truly "incompatible").

I for one would love to be able to use Bailknight's excellent work in my mod, as his enhanced particle effects go far beyond what I had hoped for one of my modding goals.
Reply #73 Top
Sin's was made to not have turret animations. It cuts down in system power used, that way more people can run the game on lower end computers.


That is not the case. Turret animations have negligible hardware drain even with thousands of ships.
Reply #74 Top
Sin's was made to not have turret animations. It cuts down in system power used, that way more people can run the game on lower end computers.That is not the case. Turret animations have negligible hardware drain even with thousands of ships.


Off-topic. And if you're going to claim that, you're going to have to come up with numbers to prove it with the Sins engine...something you're not going to be able to do.

The fact that the majority of ships were designed with turrets obviously designed to rotate (biggest example being the Garda flak frigate), but that the Devs did not implement it, speaks volumes as to how wrong you probably are.
Reply #75 Top
This looks awesome, and some of these effects should (IMO) be included as stock, or maybe an "official" mod?

Either way, I look forward to seeing this released and integrated with other mods.

My favourites of the new effects so far have to be the Gauss Railgun, Cleansing Brilliance and Flak Burst.