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[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

2,169,094 views 770 replies +1 Loading…
Reply #276 Top
Wow, this mod is amazing. I just recently started using it, and I am very impressed. I also recently started modding, and so I was going to ask soon if I could merge this with my own mod, but you beat me to the punch and have already released the text files! Thanks for all the work you've put into this, I and many others really appreciate it. Keep up the good work!
Reply #277 Top
Nice update Bailknight. I'm not sure of my feelings yet on the Marza. On the negative side, its model looks a little pinched or thin.

But the positives are the nicely angled missile launchers and the longer siege barrel. Those are both great.
Reply #278 Top
I'd give you a hug Bailknight, if it was an appropriate and manly thing to do .. :)
Reply #279 Top
How do you install this without the game changes and just the graphics? The readme says to delete the gameinfo folder, but theres two of em.

Theres also a TXT_gameinfo one as well - which one do you not install?
Reply #280 Top
With the current version if you just want the model and particle effects changed, place the 1.2 folder in your mods directory.

Then delete all folders inside that except for Mesh, Particle, and Textures. Then enable the mod in-game, quit out, reload and you're set.
Reply #281 Top
AI has different parameters, from Gameplay.constants. Strikecraft all have twice the maneuverability
End of quote
Sorry I almost forgot mention because these changes are too old to keep in mind.

The AntiVeryLight reduction in bomber hit percentage in 1.04 isn't there
End of quote
You may miss something. Both original reference(1.04) and my mod(1.2) have same value 0.75

There's still a couple files in the TXT_GameInfo folder that are binary and not text.
End of quote
Actually I mess up most of original text entity files during testing my multi-conversion script and overwrite many of them :SNIFF!: I have almost no time to check last weekend so it seems like recovering txt is not complete.. sorry for inconvient. I`ll release fixed TXT later.

sweet, thx. is there any planned date for the next version with the new models for heavy and utility cruiser? those look awesome.
End of quote

There will be A new race in ver 2.0 ... Can`t say about release date now. Just need more LONG LONG TIME.

I'm not sure of my feelings yet on the Marza
End of quote

Me too  :d 
Reply #282 Top
the marza looks much better now!! before it looked like a flying box, now it looks like a sleek yet monsterish capital ship.
Reply #283 Top
You may miss something. Both original reference(1.04) and my mod(1.2) have same value 0.75
End of quote


Actually I mess up most of original text entity files during testing my multi-conversion script and overwrite many of them  I have almost no time to check last weekend so it seems like recovering txt is not complete.. sorry for inconvient. I`ll release fixed TXT later.
End of quote


I compared the values based on the text files in the TXT_GameInfo folder, so if the Gameplay.constants is different in TXT than the binary, that would explain things. The AntiVeryLight is definitely 0.85 in the TXT version, however.

Reply #284 Top
Sorry for inconvenient but I found a bug in my mod ver 1.2 that vasari assailant and sentinel`s charged missile ability has been removed.

To fix this copy and overwrite these files from Sins original GameInfo folder to my mods GameInfo folder.

AbilityChargedMissiles.entity
AbilityChargedMissilesLight.entity
BuffChargedMissilesDoDamage.entity
BuffChargedMissilesLightDoDamage.entity
BuffChargedMissilesLightSelf.entity
BuffChargedMissilesLightSpawnDamage.entity
BuffChargedMissilesSelf.entity
BuffChargedMissilesSpawnDamage.entity

Thanks.
Reply #285 Top
This is a fantastic mod. Unfortunately, I've noticed that capital ship explosions seem to end a bit abruptly (simply vanishing midway through the detonations). Can this be fixed?
Reply #286 Top
I've noticed that capital ship explosions seem to end a bit abruptly (simply vanishing midway through the detonations). Can this be fixed?
End of quote


1. Enhanced every weapon effects include planetary bombing. (1)
2. Enhanced many skill effects. (1)
3. Enhanced explosion effects (New fighter/cruiser class explosion) (1)
--------------------------------------------------------------------------
1.For people who want skip gameplay changes just del gameinfo folder in mods folder. 2.Still Doing 1 may lose some visual enhances that checked (1) above.
End of quote



This is what I want to say. If you remove gameinfo folder you lost LOTs of effect`s mostly involved with explosions and beams and abilities.
Reply #287 Top
bailknight, could you release a fixed version of the mod?

I've asked a couple of friends to install the mod, and I think the extra instructions will only confuse them. :p
Reply #288 Top
@Zeta, i created a mod which includes Bailknight's Graphics mod and Uzii's Sins Plus.
When i merged them together with 1.04 balancing changes, i fixed any issues with powers not appearing, or any other sort of errors.

Adama Repack Mod

I hope this helps.
Reply #289 Top
Man, even with my behemoth of a mod. When I get massive groups of capital ships up against capital ships, it begins to stall.

Great job otherwise man... wish my Quad core could handle it all :P
Reply #290 Top
Man, even with my behemoth of a mod. When I get massive groups of capital ships up against capital ships, it begins to stall.Great job otherwise man... wish my Quad core could handle it all
End of quote


How many capital ships are we talking here? I've had some amazing battles with little to no lag. Also running a quad core.
Reply #292 Top
1.For people who want skip gameplay changes just del gameinfo folder in mods folder.
2.Still Doing 1 may lose some visual enhances that checked (1) above.

This is what I want to say. If you remove gameinfo folder you lost LOTs of effect`s mostly involved with explosions and beams and abilities.
End of quote


I was kind of hoping for a solution that didn't involve disabling most of the new effects. (:(
Reply #293 Top
Hey Bailknight, I hear there has been a break-through in sheild effects!

https://forums.sinsofasolarempire.com/308448

Here's to hopeing we see this appear sometime soon in any up-coming versions of your fantastic mod  :D 
Reply #294 Top
is
End of quote


1.For people who want skip gameplay changes just del gameinfo folder in mods folder.2.Still Doing 1 may lose some visual enhances that checked (1) above.This is what I want to say. If you remove gameinfo folder you lost LOTs of effect`s mostly involved with explosions and beams and abilities.I was kind of hoping for a solution that didn't involve disabling most of the new effects.
End of quote


Read my post...
Reply #295 Top
CommanderAdama, if you are suggesting that I use your mod instead, I already am. It's what I'm experiencing the problem in.
Reply #296 Top
bailknight, I'm guessing there's no way those effects can be preserved without any *other* changes to GameInfo, maybe through a separate release containing vanilla 1.04 GameInfo statistics, but only adding in the gameinfo-resident effects you've added?

I'm thinking a lot of people, myself, would be really interested in seeing all of the effects, but doing so while still preserving all of the game elements as Sins contains them in 1.04. Is this possible?

-- Retro
Reply #297 Top
Also I have a question. I see that you were able to scale the Marza, so I know you have the tools to modify ship models. I am curious as to what the game would look like if all capital ships were doubled in scale. I always found the capital ships to be lacking a bit in size for their name. Do you think you could consider this for the next release? Or possibly post a quick image of what it would look like?
Reply #298 Top
(Note: You'd have to double the size of the capship factories too. Otherwise TEC constructing a Colony ship would look like a giant mutant hot dog with a tail in a bun)

-- Retro
Reply #299 Top
CommanderAdama, if you are suggesting that I use your mod instead, I already am. It's what I'm experiencing the problem in.
End of quote


What effects are not showing up? I was pretty sure I had retained all of them.
Reply #300 Top
What effects are not showing up? I was pretty sure I had retained all of them.
End of quote


The capital ship death explosions end abruptly, vanishing in an instant rather than fading away as they do in the vanilla game.