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

2,164,580 views 770 replies
Reply #126 Top
bailknight...it seems there is some bickering about your thoughts of doing a balance.

if you do a rebalance and release...think you can just release two versions...a graphical and a rebalance? that way people can get what they want?

its your mod and you do as you please..but your graphic mod alone got all the attention and its what most people want...so if possible try to atleast make a graphical only release available when you do release.

keep up the great work man.
Reply #127 Top
If i can't play with these graphics when everyone else doesnt, I will probably end up waiting for sins to update their own graphics :P

It sucks because this is so beautiful, but I'm a competitive player.
Reply #128 Top
Yeah, I honestly wouldn't mind an explanation as to why it is the way it is either. If one were only changing what the graphics look like on your own client, why does Sins care when it comes to playing with others online?

Since a few others have been so touchy in this thread, I guess I'll add that I'm seriously just asking a question here and not attacking anyone. :p
Reply #129 Top
The biggest flaw I see with this mod is that it is not immediately available for my consumption! Very nice looking videos, makes it look like the ships are actually battling now, instead of hovering around each other.

Keep it up, I will definitely grab this when it hits the floor.
Reply #130 Top
Yeah, I honestly wouldn't mind an explanation as to why it is the way it is either. If one were only changing what the graphics look like on your own client, why does Sins care when it comes to playing with others online?


Sins uses a checksum system which is incredibly, amazingly and ridiculously finicky. I was trying to play TME with a friend, and guess what? My having a single custom map portrait icon was enough to make the checksum too different for either of us to play until I remembered about it. :NOTSURE:

Since this mod modifies the *.entity files (as I recall) in order to alter the particle effects, the files no longer have the same checksum as they did before. Hence, if you tried to play with it online with other players with vanilla (aka without the mod), it would throw an error at you because your checksums are different.
Reply #131 Top
Ah, a checksum issue, I see. Appreciate the explanation, though that is a little bit of a depressing situation now that I think about it.
Reply #132 Top
Bail what day this weekend you think you will release it im stoked to test it out will look beautiful on my new pc
Reply #134 Top
does that mean its done :)
Reply #135 Top
yay , big thanks will try it out soon :D
Reply #136 Top
I just grabbed this and gave it a run for about an hour...

Started a new game on a meduim random map. Everything looked cool, nice sparkly new effects and stuff, but after a while they just seemed to stop. The ships just sat there taking damage, but I couldn't see any shots being fired... anyone else get this?
Reply #137 Top
I just grabbed this and gave it a run for about an hour...Started a new game on a meduim random map. Everything looked cool, nice sparkly new effects and stuff, but after a while they just seemed to stop. The ships just sat there taking damage, but I couldn't see any shots being fired... anyone else get this?


That happens also in vanilla. I think it`s some kind of anti-lagging countermeasure system built in game engine but this system act weirdly sometime..especially with Vasari side. TEC and Advent don`t happen this even use much more particles then Vasari use.

Save game and restart sin may solve this missing bullets problem.
Reply #138 Top
I've been looking at this for awhile now, and it's fantastic!

I'm one of those people that didn't want any changes made to the game rules, so I made a mod with only the Mesh and Particle folders, and it's working wonderfully! I seem to be getting a lot of very nice new effects for every weapon and ship, while the game is presumably still vanilla.

VERY nice job!

I especially like the new muzzle effect on Advent beam cannons... and everything else. ^_^

Dropping bombs on a planet really looks like it hurts, now.

I also noticed, and liked, the subtle change to the Kodiak model. I'm amazed at how much better it looks with such a small adjustment. (It's longer.)

No problems, so far, either.

Thanks for the work! It really adds to my enjoyment of the game.
Reply #139 Top
Rhedd_V would you release the mod with just the graphics updates giving credit to bailknight for the work ofcause :)

EDIT : Do i just copy over the mesh and particle folder into any other mod and it'l work?
Reply #140 Top
I just grabbed this and gave it a run for about an hour...Started a new game on a meduim random map. Everything looked cool, nice sparkly new effects and stuff, but after a while they just seemed to stop. The ships just sat there taking damage, but I couldn't see any shots being fired... anyone else get this?



Could be that your games config is set to a low partical count? If you raise it in the config file i believe it allows for more particals to be on screen at once before it stops showing them, and i'm assuming this mod increases the ammount dramatically, so it could be that.

It's called MAXPARTICLECOUNT on the user.setting, and on vista thats in C:\Users\**your user name**\AppData\Local\Ironclad Games\Sins of a Solar Empire\Setting

I can't remember where it is for xp. but might solve ya problem.
Reply #141 Top
Hey pirate, ball already stated up in all his OP at the very top all you have to do is remove the GameInfo directory from the mod folder. there is no reason for someone to re release the mod to just get the graphics updates.

and now to be helpful, you can copy the mesh and particle folder over into another mod directory but you loose some of the effects.

ballknight: this is amazing work, thank you for releasing the mod. i can see where my weekend is going to be spent heheh. :CONGRAT:
Reply #143 Top
ahh damn i'd love to use Bailknights graphical mod with the distant stars 1 , however i have just copied over the mesh/particle files over seems to work for the most part.

Good work , just wish modders would work together otherwise we could end up with an oblivion situation ( so many different mods )


Also using the planet texture pack from another post and wow , sexy hot game :D
Reply #144 Top
im still getting the mini dump even after i enable it and check load on startup and then restart the game
Reply #145 Top
Thanks Bailknight for the awsome work..
Thanks voidster for the help
Reply #146 Top
Having some installation issues :/ Mostly likely me just missing something I guess!

I have this directory on my HD:

C:\Documents and Settings\All Users\Application Data\Ironclad Games\Sins of a Solar Empire\mods

The game seems in order to run mods to want to look for:

C:\Documents and Settings\Greg\Application Data\Ironclad Games\Sins of a Solar Empire\mods

Basically my files are in the All Users directory, yet the game wants the mods to come from the my directory... however! creating a duplicate of the folder in my own user seems to have limited effect :LOL: I'll have a poke around with the files for a bit I think.


EDIT! Nevermind, found it XD I'd forgot to go into \Local Settings :p
Reply #147 Top
The game looks awesome with this mod! Great job bailknight! Even with small fleets the battles looks so much more impressive, I can't wait to see the really epic battles.
Reply #148 Top
This mod should be included in the mars effect mod + texture pack now that would be amazing :D
Reply #149 Top
I did the mesh/particle routine too. I've got other mods running that have the other gameinfo stuff already tweaked.

Good job on them, it definitely makes for more "pretty" fireworks. :)

I've got mine added to Uzii's mod, and the texture mod (to which I've added colonizable moons and a number of additional textures).

It just keeps growing.