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
I tried 1.1 version with sins 1.12 and it always minidumps... anyone having the same problem? ...should I post minidump file here? I hope someone knows how to fix this because sins looks so much better with this mod!
I get a minidump everytime on entrenchment 1.1 anyone know how to fix?
It won't work with Entrenchment. There's no fix short of someone updating it for Entrenchment, and I won't do it until Entrenchment is final. Someone else is welcome to, though
You can try my conversion of bailknights for entrenchment. Seems to work for us!
http://files.filefront.com/BailknightEntrenchzip/;12688270;/fileinfo.html
Aaron
Unforutnatly I hat
Thx for your work but unfortunatly it crashed with a minidump error after about 5 hours of playing, also some of the effects are diffrent from the original mod, maybe you could fix that.
Wiiiiise fwom the gwaaaaaaave!
So, looks like Entrenchment is coming out shortly. How much do I have to pay Annatar and Manshooter to update this thing once it goes live?
Seriously though, there anything I can help with?
Werdyo guys betta 2 is THE shit lets get some Bailknight infusion. I'm looking forward to it!
me too (also i want to keep track of this thread so i post this spam)
can you post the video here, quality on youtube isn't that great
I got this e-mail from Ironclad that there is a patch 1.13, will this mod work with this?
I use this mod merged with Volumetric Explosions: http://solar.filefront.com/file/Volumetric_Explosion_Damage_Effects;96403
This should be fine for 1.13
Hey, could I get your permission to merge this mod with my mod Urban Expansion, I have been getting many requests for it to be merged so it would really be great .https://forums.sinsofasolarempire.com/331334
Technically you don't need my permission It's Bailknight's work. But I doubt he cares enough to object, so feel free to do whatever you want with it as far as I'm concerned
Thanks for the permission then, I am using your converted of the version of the mod anyways so it's partly your work. If you get a chance (I havn't seen him on Sins for a while) could you let him know I merged his mod? I just don't want anyone spazzing at me .
I've never had any contact with him People just wanted the mod converted for 1.1, so I did Anyway, good luck with your mod!
every time I try to use this mod with 1.13 I get a runtime error when I try to load the mod.
Well tried the recent version fo the mod in entrenchment. They don't work.
Annatar think you can do somehting?
I've been test-playing it this evening to make sure it all works. So far it looks good, so give me a few to put up a DL for it.
On the bonus side, since the new mod system IC put in ignores visual-only mods for checksums, you can play with people who don't have the mod in mp with it enabled. For this reason, I'm ignoring all changes to GameInfo. It should make this mod easily usable with pretty much every other mod with the Manifest stacking system, as well as making it patch-proof.
Alright, here's the download for the Entrenchment version of the mod. In theory, it should also work for Vanilla Sins 1.15 but I have not had the time to test it.
Installation of the mod is slightly different. Every patch version now creates its own mod folder. If you have Entrenchment 1.01 (and you should), and you don't see the "Mods-Entrenchment v1.01" folder in the user path, launch the game and go to options > mods > show mod path and then refresh your explorer window. The folder should be created, and you can drop the mod in there.
Linky: http://files.filefront.com/Bailknight+Entrenchrar/;13374730;/fileinfo.html
I will test it for Sins 1.15 tomorrow and make any changes if necessary, or just post that it works fine. Also keep in mind Entrenchment does add a bunch of new particle effects (mostly from starbases, and the Adjudicator) which are not changed by the mod until someone who is more artsy than I am can do it.
Any problems, post and I'll try to figure them out.
Woooot, I came here to the forum tonight to PM you and see if there was anything I could do to help. Thanks, Annatar! Downloading now.
ALL HAIL THE MOD GOD THAT IS ANNATAR11
Thanks Annatar. I figure I'll give it a whirl and see how it looks since I haven't played with it in a long time. Honestly though, aside from some of the Vasari's weapon effect improvements that I'll probably miss, I've actually started enjoying the better explosion effects and the starbase weapons just in the main game.
Oh well, let's see if using the mod changes my mind again and makes me love it all over again.
We will have to build a temple in honor of his greatness, in hope that he will continue to work his miracles...
It will it's beautifull. I'm never turning that mod off ever again.
Lol im prety sure he could build him self a better one then I or we could.
Well damn. My jaw dropped again seeing Bail's work through Annatar's repackaging. You know what I was shocked by? Starbase weapons like the lasers and missiles actually are updated to look like their ship versions. I didn't think that would happen at all. I'm sure weapon types that didn't exist like the disintegrator and those Advent blue orbs won't be affected, but they already look pretty damn good.
While I'm posting Annatar, the only oddity I've thus far noticed is that the Dunov's missiles don't seem to be affected like every other missile ship the TEC has. Strange, no? Are they a different weapon effect entirely?
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