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[MOD] Bailknight's Graphic Mod - Entrenchment 1.051 & Diplomacy 1.011 (2010 Feb 20th)

[MOD] Bailknight's Graphic Mod - Entrenchment 1.051 & Diplomacy 1.011 (2010 Feb 20th)

Bailknight's Graphic Mod is undoubtedly the highest quality graphical makeover for Sins of a Solar Empire.  The following screenshot will testify to that.  Unfortunately, Bailknight has been gone from the forums for some time now.  In his absence, I've updated this impressive mod to include the gameplay changes introduced since Entrenchment 1.02.  And so I shall attempt to maintain Bailknight's work until the man himself returns.

Download Bailknight's Graphic Mod:

Release 1 for Diplomacy v1.01/1.011:
Full Download  34MB  mirror
Patch from v1.00  5kB  mirror
checksum: 5276234

Release 1 for Entrenchment v1.05/1.051:
Full Download  34MB  mirror
checksum: 5275988

Don't forget to read the README.txt!

 

High Definition videos of the mod:

TEC vs. TEC Starbase *
Vasari vs. Vasari Starbase *
Advent vs. Advent Starbase (coming... maybe?)

 

Changelog:

Release 1 for Trinity / Diplomacy 1.01:
2010 February 20th

 - Merged the patch's changes to pirate ships & defense platforms

Release 1 for Trinity / Diplomacy 1.00:
2010 February 10th

 - Updated mod for Diplomacy compatibility & stats
 - Found & deleted a few more redundant files

Release 1 for Entrenchment 1.05:
2010 February 6th

- Integrated documented changes from the Entrenchment 1.05 patch
    - Note: Vasari heavy frigate recieved an undocumented DPS buff in the patch
    - Vasari mines now use the correct explosion effects
      (neither I nor Mansh00ter noticed this bug before 1.05 fixed it  =p)

Release 3 for Entrenchment 1.041:
2010 January 20th

- Integrated Mansh00ter's mod Volumetric Explosions v1.2:
      - Added Mansh00ter's new explosion sounds -- but did not replace existing Sins sounds
      - Ship explosions now colored differently by race (TEC: orange, Advent: purple, Vasari: green)
      - Optimization of explosion effects to eliminate game slow-down when lots of ships are destroyed
      - Bodies now only jettison after explosions, not after damage effects (fires, air leaks, electrical arcing)
 - More realistic planet cloud texture & pipeline shader incorporated from EvilleJedi's Sins of a Galactic Empire mod
 - Fixed bug with Vasari Nano Weapon Jammer that caused it to constantly autocast without any enemies in range
 - Removed Bailknight's TEC Capital Ship Factory mesh since its textures were applied incorrectly
 - Reduced duration of Advent Bomber's hit effect, as using these bombers in mass could cause very artificial-looking grids on shields
 - Other minor changes:
      - Removed Bailknight's TEC Light Frigate mesh since it was exactly the same as unmodded Sins
      - Merged unmodded-Sins' glossiness values into the remaining Bailknight meshes
      - Fixed shield meshes triggering debug messages in developer EXE
      - Removed two unneeded .PSD files in the Textures folder

Release 2 for Entrenchment 1.041:
2009 December 5th

- Fixed texture for TEC carrier's missile turret that caused excessive bloom
- Deleted Vasari Enforcer mesh (and its shield mesh) since the textures were applied incorrectly
- Reduced opacity of the shield hit effect from 6x unmodded Sins to 2x

Release 1 for Entrenchment 1.041:
2009 November 7th

- Integrated all gameplay changes since Ent 1.02 patch
- Changed Advent Adjucator weapon projectile effect
- Deleted several unneeded files

 

*Note: These videos are from Bailknight's original mod, so the reduced shield effect is not shown, the broken Vasari Enforcer mesh is present, and the enhanced planet shader is not shown.

923,370 views 273 replies
Reply #226 Top

Notepad is OK (it works) but highly recommend Notepad++ (google it, its free) for modding entity files.

Reply #227 Top

Quoting Ryat, reply 226
Notepad is OK (it works) but highly recommend Notepad++ (google it, its free) for modding entity files.

I have it but what do I do with it? :rofl:   If I knew what to change, I would be playing instead asking for most wanted help. 

What I am changing in the entity files to make this Mod work in Diplo v1.31. Is there a link where I can find Mods that work ;)  for  Diplo v1.31.

Thank you

Reply #228 Top

Distant Stars works with 1.31 and incorporates Bailknights graphic mod.

Reply #230 Top

Quoting shermantanker, reply 229
does this mod work with v1.31, because i keep getting a dump?

No, this mod isn't being updated by itself any longer. You'll need to get a mod that includes it in like the mentioned Distant Stars, or Star Wars Requiem has a slightly striped down version of this that can work without any other mods.

Reply #232 Top

I updated this mod to work with v1.31 for my personal use.

However i'm not sure wether i'm allowed to upload and post it, because it is not my work.

The changes include (as far as i remember) only some of the pirate ships and the advent LRF.

This may be easily done by yourself by comparing the diplomacy ship entity files and the ones in the bailknight mod (using notepad++) - you may need to convert them from bin to text first, but there's a nice tool to do batch conversions made by some other cool forum guy here (harpo? is that the name? - sorry i forgot)

 

regards

the new guy

 

 

Reply #233 Top

Quoting tlesta, reply 232
However i'm not sure wether i'm allowed to upload and post it, because it is not my work.

Seems how the original guy is gone and the updater is gone as well we all won't mind a bit. Just give credit where credit is due.

Reply #234 Top

OK, Ryat (my hero since the flagship minimod) gave permission! :D

1. download and install the Bailknight mod for diplomacy 1.01 from the OP

2. replace the entities in the gameinfo folder by the ones in the following archive

http://www.mediafire.com/?ln6cec2uqnveg5p

-> you now have Bailknight for diplo 1.31

It works for me, but if you have problems feel free to ask.

In any case all credit goes ofc to the creators of the mod and i can not guarantee that i included all balance changes that were in the diplomacy updates. (its easy to overlook something)

 edit: just found out 1.32 is out....

i testet it and it works for me also with 1.32, however i am not sure what the devs changed and if these latest changes are overwritten by the mod - doesn't look like it if their changelog is complete, but you never know....

 

have fun

Reply #236 Top

Hey is it possible to remove the effects of abilities (I dunno if they are vanilla or were changed) but whenever alot of ship abilities occur, such as from starbases or the advents malice etc I get some serious slow down, then when those particular effects are gone the game goes right back to being smooth as ice.

Reply #237 Top

This is possible, but it could be difficult without modding experience, depends on what you want.

Most (if not all) ability effects are changed by bailknights mod.

You may try to delete all files in the mods particle folder which start with "abillity", "buff", "capitalability" etc.

This will basicly revert the ability effects to the diplomacy version, BUT it is possible that bailknight added completly new effects - in this case you will get minidumps because the program cannot find the files as you just deleted them. Two possibilities here: change the respective entity files with an text editor to not use these effects or just leave the appropriate files in the folder. (use developers exe to find out easier which files are affected)

If you are (a little) familiar with the particle forge you may replace the ability effects by dummies, i.e. effects with no or very few particles. This will also help performance, but of course looks bad.

 

good luck

Reply #241 Top

Quoting Cannella29, reply 240
Ryat, your post above mine is regarding the 1.34 trinity patch, right?

That 1.34 patch only came out a few weeks ago, so that is probably for 1.32. But it may still work with 1.34, can't hurt to try.

Reply #242 Top

i went ahead and dl'ded and updated the Distant Stars mod, and BK's mod within it seems to be working fine.

i think there's going to be an official release for DS v1.34 here soon.

Reply #243 Top

Quoting Cannella29, reply 242
i went ahead and dl'ded and updated the Distant Stars mod, and BK's mod within it seems to be working fine.

It should, it's well taken care of in there as well as the other mods that include it.  ;)

Quoting Cannella29, reply 242
i think there's going to be an official release for DS v1.34 here soon.

Not in this thread, but yeah, its really really really close to a public version 1.00 release.  Just tying up some loose ends.  Every time I get sent a link to a new version, I find half a dozen or so things that need to get fixed, some big things, some things no one besides a modder would even care about.  So in some (most) ways, the hold up is my fault...  But then again, the more things I catch now, the less patching I have to do later.

Ready for my Sins: Rebellion QA Lead position.  ;P  Bring on the Beta!

Reply #244 Top

If you want a download for this mod straight off the bat, then go to this STARDOCK website to download:

https://www.wincustomize.com/explore/sins_mods/143/

(I don't mean to advertise)

I fixed up the mod with new entity files. Thanks Ryat for making entity files!

Rate it 5/5! :)

Ok you really don't have to if you don't want to. ;)

EDIT:

I didn't know how old this thread was. Sorry mod/admin! I didn't mean to gravedig!

Reply #245 Top

Quoting NR2001, reply 244
If you want a download for this mod straight off the bat, then go to this STARDOCK website to download:

https://www.wincustomize.com/explore/sins_mods/143/

(I don't mean to advertise)

I fixed up the mod with new entity files. Thanks Ryat for making entity files!

Rate it 5/5!

Ok you really don't have to if you don't want to.

EDIT:

I didn't know how old this thread was. Sorry mod/admin! I didn't mean to gravedig!

 

Don't apologize! :D

 

Just started playing again and was searching for this mod for the latest version. Thanks a lot NR2001 !

Reply #246 Top

This will need to be reworked big time for Rebellion. Will see if I have time for it.

Reply #247 Top

This mod is fantastic! Effects like this should really be included in Rebellion from the get go. I'm serious. This is a huge improvement over vanilla.

Reply #249 Top

So am I hearing that this mod works for Rebellion? 

I watched the youtube videos and it was amazing.  :inlove:

 

EDIT: I rummaged through some threads and saw that you had taken flak for keeping this mod going. Thank you for keeping this mod alive. It will now be much easier to convince my friends to get it on the Rebellion action when there is fancy visuals like this. 

Reply #250 Top

Can someone make this mod to work with rebellion? The one uploaded was removed if i am not mistake, just upload it to rapidshare or mediafire or filestube doesn't metter.