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

2,169,209 views 770 replies +1 Loading…
Reply #501 Top

Quoting ManSh00ter, reply 21
Hopefully Bailknight will continue to upgrade his excellent mod, but in case he doesn't there will be visual alternatives which will include most of the work he did with special effects for vanilla races and which will be compatible with 1.1 when it comes out. I'll take care of that.

As for the shield color, if anyone is still wondering, you can change that in the races .entity file, under the Shield section. Its in hex, with the first two digits representing Alpha, so leave them at ff.
End of ManSh00ter's quote
I cant find this file, I've used the search function and still nothing. Where is it located?

 

Reply #503 Top

Yup, thanks Annatar.  I'll download later and check it out again.

Reply #504 Top

Might have a problem here.

 

Can someone else confirm wether or not TEC fighters and bombers are supposed to have color markings(stripes and such) on them in 1.1(mine dont)?

 

Also could anybody find me a decent closeup screenshot of a forward facing TEC Kodiak (from vanilla 1.1)?

 

Reason I'm asking is because I think some of the color oddities from this mod have PERSISTED even after I turned the mod off.  

Reply #505 Top

Quoting Haiyooo, reply 2
Here is the latest updated build: http://files.filefront.com/Bailknight+11rar/;12438797;/fileinfo.html
End of Haiyooo's quote
oh lol. Its in the mod file. Well I changed it, it looks good now.

Reply #506 Top

Quoting Haiyooo, reply 2
Here is the latest updated build: http://files.filefront.com/Bailknight+11rar/;12438797;/fileinfo.html
End of Haiyooo's quote

 

 

You guys this is not working. I can not extract this in winrar. Says some file name is to long in GameInfo folder. Use winzip or 7z. They don't run into this problem...

Please and thank you...

 

Also if you want me to host your files for download. I can do this from the website I own and paid for. www.wkateam.com I can host your files for you no charge. contact me please...

Reply #507 Top

I was able to extract it fine, using 7zip ... you dont HAVE to use winrar to extract RAR files :P

Reply #508 Top

WinRAR worked fine for extraction here.

Reply #509 Top

great work Annatar, this mod makes the game much more fun.

Is anyone else still getting the prob with advent bombardment animations.  Im using the latest link from 23 nov, as I see it was  previously reported as fixed (perhaps I missed something?).  In my games the bombard explosions are white squares when viewed head on ie from behind a siege frigate facing planet.  They are there but are less noticeable from side view.  Anyone else see this ?

Reply #510 Top

i don't like winrar I always run into problems with there program. I got it extracted from another friend who had winrar. No he didn't have any problems. I upgraded winrar and uninstalled and reinstalled new version still same problem... So I give up on winrar...

Besides 7z or winzip work just as good. Or even better 7z is the best compression tool out there...

Reply #511 Top

Is anyone else still getting the prob with advent bombardment animations. Im using the latest link from 23 nov, as I see it was previously reported as fixed (perhaps I missed something?). In my games the bombard explosions are white squares when viewed head on ie from behind a siege frigate facing planet. They are there but are less noticeable from side view. Anyone else see this ?
End of quote

I tried with both siege frigates and capitals for Advent and I do not see any white squares. The frigates shoot lots of fast moving projectiles that make little explosions, and the capitals shoot slower projectiles that make a large detonation with an expanding shockwave. The shockwave is pretty much blinding white, but that's it. Everything looks the way it should.

Can you post a screenshot of what you're seeing? Maybe also try deleting the mod completely and extracting it again.

Reply #512 Top

I'm not having that problem, Bapperus, at least not with the purge vessels.  I'll have more time to test a bit later.

Reply #513 Top

Quoting Annatar11, reply 11


I tried with both siege frigates and capitals for Advent and I do not see any white squares. The frigates shoot lots of fast moving projectiles that make little explosions, and the capitals shoot slower projectiles that make a large detonation with an expanding shockwave. The shockwave is pretty much blinding white, but that's it. Everything looks the way it should.

Can you post a screenshot of what you're seeing? Maybe also try deleting the mod completely and extracting it again.
End of Annatar11's quote

 

Yep, I had to download the mod again and reload it and the problems gone, thanks again :thumbsup:

Reply #514 Top

Great job Annatar. Been playing with the Nov. 23rd release quite a bit the last couple days (lost my job, not much else to do lol). In probably close to 20 hours of gameplay I have yet to see a single glitch, bug, or hiccup. Big thumbs up to you. If I find any problems between now and some upcoming job interviews I'll be sure to let you know, but I think you've got it dialed in.

Reply #515 Top

Thanks bullfrog :) I'm thinking if nobody notices anything by the end of this weekend I'll call it a final release. Good luck on the job hunt, those things suck :P

Reply #516 Top

Yeah, I played it a lot last night and have yet to see anything other than the previously mentioned issues that would be hard to resolve without creating custom effects yourself.

What was in bailknight's work appears to have been translated just fine to 1.1 by you Annatar.  Much appreciated.

Reply #518 Top

It already is. I can't modify the original post since I didn't make it, but scroll up to reply #502 for the latest 1.1-compatible release.

Reply #519 Top

Are stardock going to incorporate some of this mod into their future releases? It really makes the game sooo much nicer to play.

Reply #520 Top

They aren't :P

Reply #521 Top

With Entrenchment looming on the horizon, do you think there will be new weapons or effects that will need to be modded? I hope bailknight comes back soon to keep the mod alive.

Reply #522 Top

yeah, even with some of the explosion improvements in the last patch, I think the weapons effects in Bails mod are far far better. Shame they aren't incorporating them.

 

Any inside running on weapon graphics changes in the entrenchment add-on, Annatar?

Reply #523 Top

Any inside running on weapon graphics changes in the entrenchment add-on, Annatar?
End of quote

I can (and will) convert whatever's in this mod, but I can't make new particles so I don't know how well it will mix :P Depends on how many new particles Entrenchment introduces I guess.

Reply #524 Top

Hey all! The mod looks great, but I had a quick question. How much more strain does this mod put on a system? I have an OK system, but not a powerhouse. I usually can run Sins fairly smoothly (until the game gets late and the fleet sizes are all maxed out for 4 teams on a 5 star map :P ). I'll probably try this out one way or another, but I just wanted to hear from you guys :)

I'd try to go though the thread, but I'm at work, and 500 posts is a LOT of reading! :P

Reply #525 Top

I didn't notice it have any affect on my system at all, but then I don't know what you're running.

I'm on a laptop (Gateway P6831-FX). 1.6ghz dual core, 3gigs RAM and an 8800GTS. Didn't phase my system in the least. I would imagine that unless your system is already having a hard time running SoaSE you should be fine. I don't think any of the effects added by this mod are really much more intensive than whats already there, they just look better.