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

2,169,081 views 770 replies +1 Loading…
Reply #401 Top
Edit: I fixed the issue I had, chalk it up to new to Sin's mods.

I just want to say this is an incredibly great mod and I don't get all the complaining people do when it comes to this type of thing.

Thank you Bailknight!



Reply #402 Top
Update: I ran across a thread in the technical board where someone had the same issue, and e-mailed the devs. They said that it has something to do with a unicode issue, that was fixed in 1.1.

I also tried on my other PC, which has an english version of XP installed, and it works just fine on there, so I guess I'll just have to wait for 1.1 to come out, which shouldn't be too long.

Btw, this mod is awesome. The new effects are so amazing I couldn't imagine playing the game without them. Thanks for doing this.
Reply #403 Top
this mod looks amazing dude! please procede and release it.
people if your gonna whine about someone elses work then dont play the mod. instead of complaining go make your own so we dont have to listen to you.
Reply #404 Top
I thought this mod was so awsome I used it in my own mod! Seriously, You could not improve on this further!
Reply #405 Top
@Bailknight
Total the best graphic mod available. A Masterpiece of Art and Destruction.
@ EVERYONE
Anyway I finally got it right to play online. For those interested in playing this mod online.
Copy Name of extractable file to a new folder in desktop or mod file. The file name is ( bailknight_graphicmod_v1.3 ) Be sure to pull out the read me as it may change your check sum. Checksum is ( 66105836 ) PM me with times your available to play.
Reply #406 Top
The only problem I've had since using the mod is that a game I played a few days ago wouldn't load. Minidump every single time.

Which was weird as a more recent saved game loaded just fine. I'm thinking it's more likely a Sins error than something to do with the mod, but I figured I'd mention it anyway in case anyone else has had the same thing happen.
Reply #407 Top
This is a pretty mod and makes the game so much more enjoyable, but i was wondering how i would go about removing the tails or trails on vasari phase missle? would make it look like a star trek torpedo :D or maybe you could release a version with these effects :D (i can only hope)
Reply #408 Top
maybe you could release a version with these effects (i can only hope)
End of quote


And I really hope he doesnt ruin a good thing for one guy's preferance  :NOTSURE:

No offense intended. 
Reply #409 Top
Is this mod going to be updated for 1.1? Or does it already work out-of-the-box with it?
Reply #410 Top
I highly doubt it works with the 1.09 beta patch or will work with the final 1.1 patch without bailknight updating the code. Then again, I haven't actually tried it, but I'm fairly certain.

The good news is that unless bailknight has disappeared off the face of the Earth, I think we can expect that he will update his mod considering how much work he's already put into it and how much we all love it.
Reply #411 Top
Thanks Mazuo  ;) 

I`ll update my mod when official forge tool for 1.09 beta released(Don`t know when). I can update my mod for 1.09 without new forge tool however, I just want make sure what exactly changed in beta :p  And I also need some times for add new race-specific explosion and alternate explosions.
Reply #412 Top
Bailknight,

This is great news! I just tried your mod and I love it! Strategy gamers have come to expect eyecandy nowadays and you have delivered in spades.

Stardock: Quite frankly you need to put this guy on the payroll and package this mod with 1.1 or an expansion at least!
Reply #413 Top
One small gripe, why are the Vasari shields green? They ought to be red.
The TEC background on the icons for purchasing units and buildings is yellow, and their shields are yellow.

The Advent background on the icons for purchasing units and buildings is blue, and their shields are blue.

So why, then, are the Vasari shields green when the background on the icons for purchasing buildings and units is red?

Other than that, I love it. I love the phase jumps, I love the phase missiles, I love the lasers and auto cannons and, most of all, the explosions. Strike craft streak across the sky in balls of flame, enemy ships meet their end in spectacular fashion, even more spectacular when a foolish enemy bunches up and falls victim to a Volatile Nanite chain reaction of doom. Truly, this mod brings you close to the action.
Reply #414 Top
I just want to say what an awesome mod this is. Keeping the balanced, original gameplay while adding brilliant new effects. Keep it up!
Reply #415 Top
Question about this mod: it extracts two GameInfo folders, a regular binary one and a TXT_GameInfo one. Is the TXT one even used? Any changes I make there dont seem to reflect. Is the binary one even necessary? Just curious how this works.
Reply #416 Top
One small gripe, why are the Vasari shields green? They ought to be red.
End of quote


I don`t know. They were green in vanilla.

Question about this mod: it extracts two GameInfo folders, a regular binary one and a TXT_GameInfo one. Is the TXT one even used?
End of quote


TXT_GameInfo folder contain text version of entitiy files that didn`t do anything for mod itself. It just there for people who want to know what exactly changed in mod`s entities. If you want changes you must put your modified entity file to GameInfo folder not TXT_GameInfo (didn`t care text or binary)
Reply #417 Top
Wow, your graphics and effect changes are incredible. Make combat vastly more interesting to watch and enjoy. Well done!
Reply #418 Top
Bailknight,
Once again a fantastic job! I have used your most recent update in 7 DEADLY SINS, and people are loving it.

I have some information for you regarding the hardcode limits. I would appreciate your support as this concerns you too. Also, if you know of any particle limits, please post them here:

https://forums.sinsofasolarempire.com/320215
WWW Link

Thank you, and keep up the good work!

DANMAN
Reply #419 Top
Hey man im having trouble making the mod run, like as soon as i press the activate mod the game freezes and the Minidump window that apears i'd like some help on this.
Reply #420 Top
The mod only works currently with Sins version 1.05. If you're using any other version, what you describe happening is very likely to occur.
Reply #421 Top
I figured it out my comp had problems with the shaders just like the other guy thanks for the advice i may not be good at modding but im not this bad anyways works now no new shadders but at least it works. oh by the way fantastic work here BailKnight, deserves a standing ovation.
Reply #422 Top
Ahh Bailknight, this is where you are hiding!
I remember being a big fan of your EaW Bailknight Graphic mod back when it was one of the big ones, ahh those times ^^
And i must admit, this looks just as good, this is defiantly a download worth! Your EaW mod was really a work of art, so i hope this will be as well :)
I'll come back with feedback as soon as I've played it, and then just keep up the work Bailknight, I'm a big fan of you :)
Reply #423 Top
Hey gotta say thats a nice mod.

But i would like to ask if you could do a grafic only version of your mod....
(In wich only the grafical effects were edited...)

Its just that i like to play vanilla...

Or an even better idea would be
if stardock would allow grafical only mods
to play against "vanilla" players.
Because in Fps its common to disallow this because of the possibility of cheats/hacks.

But seriously what an advantage would it be if your enemy ships are (i.e.) "all red cubicals"?

PS: I would also like to know if this mod is compatible with the new arrived beta... if it wasn't all discussed already ^_^
Reply #424 Top
Hey gotta say thats a nice mod.But i would like to ask if you could do a grafic only version of your mod....(In wich only the grafical effects were edited...)Its just that i like to play vanilla...
End of quote


Indeed. Only been playing Sins for about 3 weeks now but I have to say this mod Rocks! Is there a way to just have the graphics improvements without the gameplay adjustments? Maybe by removing a folder or two?
Reply #425 Top
i've been playing with ur mod for a while now, and...
wow... what a difference, now combat actually looks like combat