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

2,169,184 views 770 replies +1 Loading…
Reply #376 Top
Fixed version uploaded. Please download again  :d 
Reply #379 Top
This is such a great mod, I'm very impressed with what you've done. These effects are spectacular.
End of quote


WILL DO! And it will be my pleasure, to incorporate such a fantastic mod, and true addition to the game, within 7 DEADLY SINS.

Bailknight, you get the standing ovation! Excellent work, and thank you for putting in so much time creating your awesome effects. I am shure that everyone here will agree with me. Truely spectacular!!!!

DANMAN
Reply #380 Top
This is such a great mod, I'm very impressed with what you've done. These effects are spectacular.WILL DO! And it will be my pleasure, to incorporate such a fantastic mod, and true addition to the game, within 7 DEADLY SINS.Bailknight, you get the standing ovation! Excellent work, and thank you for putting in so much time creating your awesome effects. I am sure that everyone here will agree with me. Truly spectacular!!!!DANMAN
End of quote


agreed!
Reply #381 Top
I finally had some free time to try out the new release.
It looks very good. I like the phase missiles the best so far. :d
Reply #382 Top
@Bailknight
Me and a friend downloaded the mod(Which is quite awesome by the way.) We couldn't play a mp game. We were getting different checksum's. How do I correct this, were dying to see what the real lvl 6 Marza ability really does.
Reply #383 Top
We couldn't play a mp game. We were getting different checksum's.
End of quote


That`s strange.. I suggest both of you re-download my mod ver 1.3 FIXED. And you or your friend may put some modded file in Sins root folder. Uninstall sins completly and remove sins folder and reinstall.
Reply #384 Top
@Bailknight
Also when you dl it comes in all the separate folders and not consolidated.
Reply #385 Top
@Lord_Dark_Cloud
Different Mod name may could cause diffrent checksum. Try extract zip as filename. (ex-> bailknight_graphicmod_v1.3)
Reply #386 Top
If I copied the folders for this mod into the same named folders for 7 Deadly Sins, would I be able to get your new graphics with his new races/planets/etc, or is there some incompatibility there? I'll go post this in that thread too, I was just curious.
Reply #387 Top
The reason why some people get a different checksum is because they also extract the readme to the Bailknight mod folder they make.

If one of you adds the readme while the others do not, the checksum will be different. Once the dude who added the readme deletes it then disables and re-enables his mod, the checksum will be the same as everyone who didn't add the readme. I suggest that anyone who downloads and sets up the mod, do NOT include the readme in the Bailknight folder you make. Only add the 7 folders. Also, the main folder name doesn't matter. It just helps you identify the mod in the options menu of the game. The main folder name doesn't actually change your checksum.

I can safely say this because a few mates and I tried it. They added the readme by accident because they extracted all to the folder, while I'd already set mine up before hand and didn't add the readme. Their checksum ended up different. I asked them to remove the readme after they'd notified me that they had added it, and when they disabled and re-enabled their mods, it worked.


Anyway. I only just joined up to this forum in order to say this and one more thing:

Bailknight, your mod is a work of art. Well done! I refuse to play this game without the mod, as the combat is extremely dull otherwise. You've really brightened up the battles, and made cinematic mode worth switching on. I applaud your genius.
Reply #388 Top
@In_Vino_Veritas

Don`t know. I think just copying particle folder will make no incompatibility issue. But my particles are very tightly associated with gameplay value so I didn`t recommand that.

@Tyroki

Thank you  :D  That explain make many things clear for me. I must make my zip more carefully though :d 
Reply #389 Top
Might I suggest for the next version that you make the Bailknight folder and insert the seven folders needed into that Bailknight folder, then set the readme up to not be inside that. So if they extract the entire zip file into the mod folder (which includes the readme) by mistake, the readme won't be a burden.

Okay... that sounded a tad confusing. Something like this:

Bailknight folder. Insert all 7 needed folders into that folder. Keep the readme out of that folder. Zip the Bailknight folder and the readme.

That way, all you have to do is extract to the mod folder without any extra work, or checksum differences.
Reply #390 Top
thanks for the update bailknight, love your work.
Reply #391 Top
bailknight this is excellent work great improvement over vanilla graphics thanks for the effort you put into this mod to any who dont use this mod get it now such a vast improvement.
cheers.
Reply #392 Top
It's so good I pimped it at the end of the review I did for Games Xtreme. Great stuff, a must get mod for this game.
Reply #394 Top
This is spectacular work. It greatly enhances the game experience by beefing up the default 'meh' effects. Seriously, Ironclad should make this an official add-on or something; it just improves the game so much.
Reply #395 Top
I loved the phase missiles. One screamed by my screen at an angle and I jumped out of my chair.

Simply put the phase missiles are epic :CONGRAT: 
Reply #396 Top
Another awesome job by the great Bailknight! It will find a place of honor in 7 DEADLY SINS...

DANMAN
Reply #397 Top
This is very weird. I've made my own merged mod and shared it with my friends, and they can all run it, but I can not. I got annoyed, and tried to figure out what was wrong.

Whenever I remove the folder "Pipeline Effect", everything runs fine, but as long as it's included in the mod directory, it minidumps on activation.

Obviously I thought I had messed up somewhere, so I re-downloaded your mod from this forum thread (Filefront link) and extracted it. And it acts exactly the same. Whenever "Pipeline Effects" is included, the mod won't activate, and crashes Sins resulting in a MiniDump.

If you need it, here's my computer specs:
CPU: Pentium 4 3ghz (EM64t, HT)
RAM: 2gb DDR-2 667mhz
Video Card: GeForce 7600GS PCI-E graphics (Driver version: 6.14.11.7516, DirectX: 9.0c)
Harddrive: 160gb SATA-II HDD
MOtherboard: MSI P4N-SLI motherboard (nForce 4 Chipset)
OS: Windows XP Pro Swedish Sp2

I've tried to complete wipe sins through stardock central (including searching the registry manually and deleting every trace of its existance) and then re-installing from Impulse (twice) but it won't work. I've also tried rebooting windows several times.

Hope someone can help.
Reply #398 Top
@SweZor

I don`t know either. It seems like you have some problem with modified shaders...but i don`t know why. Did you try to use unmodified my mod? Is that also result minidump?
Reply #399 Top
You've outdone yourself bailknight. I had some more specific comments when playing it the other day, but suffice it to say 1.3 is so good it almost makes 1.2 look bad by comparison.

*clap*
Reply #400 Top
@SweZor I don`t know either. It seems like you have some problem with modified shaders...but i don`t know why. Did you try to use unmodified my mod? Is that also result minidump?
End of quote


That's what I did after I found out that it was that particular folder that caused the problem, since I had not touched it when I merged. (didn't even know what it actually did)

Vanilla sins is fine, nothing wrong there, older versions of your mod is also fine, but as soon as I apply something with the latest version (1.3) of your mod, it doesn't work. I'm going to continue doing research on my own, I'll let you know if I find the problem.

//SZ