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
it's Windows XP SP 2, the regular us version, i suppose that would be english.
Been trying some stuff, repatching and trying to modify a couple things, it's still not working. I did find that deleting the Pipeline folder allowed it to load.
Bailknight, this is one of the most exemplary mods in the community, Please update it.
Very very AWESOME!!!
-Teal
I'd have to second this. Would love to see an update to this mod now that 1.1 is out.
1.1 is out and the mod causes the game to crash when I try to load it. I need this mod to play Sins. I really do. It is a must lol. I will help in any way I can if it means someone will step up and make this mod compatable.
I'm the same way, I actually couldn't really play the 1.1 beta because this mod did not work. Seeing the standard LRM missile spam compared to bailknight's is enough to make me go back to 1.05
Lets start a manhunt for Bailknight and offer him untold riches to update the mod!
Well, if he's nowhere to be found I can try to update the mod for 1.1.. I'd hate to hijack it like that, but if he doesn't show up
Yeah I know what you mean about the LRM impact graphics... They look like pin-pricks
I also miss my colored shields.
Hope you come back Soon Bailknight!!!
If you did, I'd have to submit your name for some sort of Nobel Prize.
I PM'd Bailknight a few weeks back to see if he had plans to update the mod for the 1.1 release but I never heard back. Hopefully it's because he is on a beach in some exotic locale with no access to internet.
I doubt bailknight would mind having his work updated just enough so that it can run on the current version. That being said, I hope he does come back to the community so we can get new graphical tweaks out of him.
Alright, well, I started the update and I'll say this.. the explosions file is a complete mess. Given 1.1's improved explosions, is there high demand to carry over the ones Bailknight used or is everyone content with 1.1's?
Personally I think the explosions are pretty good in 1.1, if you're talking about ship explosions. What really hooked me with the mod was the new weapons effects. Plasmas, lasers, etc were all much more vivid and missiles (such as the LRM) just way too cool. Those are mainly the effects I'm looking for, personally.
Some of his weapons effects such as the phase missles are better.
Yeah, that's what I'm aiming at. A lot of units had changes also between 1.05 and 1.1 and he changed some unit stats in his mod which obviously don't fit into 1.1 anymore, so if I get it working the mod will pretty much be just the graphical effects.
Yup, that's all I want. I don't remember bail's explosion effects, so the official ones from 1.1 ought to be fine, but I sure do miss the weapon effects.
Same here. Add one vote to weapons effects/graphical effects-ship explosions are not a factor for me.
Thanks Annatar11!
Okay, here's the scoop. I've done the update and played around with it a little bit and everything seems to work. Now, I'm not a mind reader - Bailknight had quite a few of the game's folders as part of his mod download and as far as I can tell the only two necessary ones were GameInfo and Particle. I removed the "extra" folders for now to keep the download size down (it's only 1mb now, I was quite surprised..) and the weapon effects still seem to work. I also haven't played 1.05 since the 1.1 beta came out in August or whenever (seems so long ago now) if there's stuff missing I probably won't remember.
It's getting late here and I'm at work most of the day tomorrow, so I figure I'll throw the "test update" out for you guys to download and try. Here's the linky: http://files.filefront.com/Bailknight+11rar/;12414738;/fileinfo.html
Just extract to your Mods folder, the usual.
- Please be on the lookout for anything funky. Like I said, I don't have as much time to test the update as it deserves, so if you guys see something that doesn't look right please let me know and I'll take a look, try to be as specific as possible.
- The game should not crash (I tried all 3 races for about 15-20 minutes just flying around shooting stuff). But just in case, please turn on ShowErrors TRUE in your user.setting files (located in the Settings folder in the same path as the mods). This way if the game crashes it will spit out an informative error rather than a plain a minidump. It will allow me to find the problem when you post the error here.
As I have time I'll keep playing with it, but I won't be able to give it another go until tomorrow night and some of you might have all day tomorrow to play with it and make sure it's working as it should. Once we're all satisfied I'll re-upload it if there were any changes and call it a final update I'm a bit puzzled still about the extra folders and a lot of the files there are in binary so I don't know if he changed anything in them and converted back to binary or if he just left the folders there as part of the mod just in case, but we'll see if anything strange happens during heavy playtesting.
Happy playing!
NOTE: When I was playing I was annoyed at how some player colors really stood out - you'll probably know it when it happens. There's an option in your Effects settings to turn off Mesh Filter Highlight. I like it with it off, your mileage may vary
Amazingly fast turnaround, Annatar, thank you. I'll be testing it out this weekend and let you know of any errors that arise.
Thank you for the work! - Also, I'm glad you're not putting in the unit stat changes, all I'm interested in were the graphical effects
EDIT:
1. Issue with planetary bombardment animations. The explosions for that are showing up as white boxes for me.
Keep up the good work Annatar(now I see why you have so much karma lol).
Like others have mentioned most of the ship/ building explosions in 1.1 are already quite nice, the only thing we miss is the weapon effects. Looking forward to trying this out when I can scrounge up the spare time.
I'll probably download it tomorrow. When you read this Annatar, can you confirm that the few gameplay changes have been removed and that only graphics have been updated? Much appreciated.
Thanks, I'll check it out when I get the chance! Is it with every race or a specific one?
Yes, I can confirm Unless I fell asleep and clicked on something I shouldn't.. the update was done line by line with a string comparison program. It basically highlights all the differences between the 1.05 mod files and the 1.1 stock files, and I tell it what to replace in the stock files, so I have full control on what's changed
I'll go through the comparison again to make sure the stats are unchanged.
I'll have quicker turn-around during the weekend for problems, can't do anything on it at work
I can confirm that it was happening for both TEC and Advent bombardments. There wasn't a vasari in the game I played so I can't comment for sure on that.
Thankee. That's strange. I know for a fact the particles are there, because they're referenced in the ship entity files and the game would spit out an error if they were missing.
So.. maybe it's not the particles. Can you do me a favor? Take the PipelineEffects folder from his 1.05 mod and paste it into my update? So you should have GameInfo, Particle, and PipelineEffects as the 3 folders in there - it won't overwrite anything because PipelineEffects wasn't included in my archive.
Let me know if it works or doesn't
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