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
Fantastic mod! I have a question. Is there a way to remove the Vasari planet bombing effect? This is the only effect that brings my fps to a halt, if not not problem I'll just center the camera l little to the left or right so as not to catch that particular effect. Thanks in advance!
double post. sorry
Will this mod get updated for Entrenchment as well?
Check the bottom of page 23 for the Entrenchment download link.
Wooh! Now i'm just going to have to convince people to play this online...I've done it before, I can do it again, lol.
You don't need to anymore. The Entrenchment version of the mod is done visual-only which isn't checksummed anymore. You should be able to play online with this running and it won't matter whether or not others have it active.
OMG OMG OMG OMG OMG..lol i just figured this out and came to post it in case u didnt realize.
This makes my sins month.! TY ANNATAR! Come play online sometime.
Sweet nectar.
Thank IC for doing it They spent a lot of time on mod changes for Entrenchment
Annatar, The pulse beam emitters for Vasari aren't modified as they were the last additon. They look like vanilla entrenchment (thin beams instead of fat and colorful). If there is something simple you can do to change this great, but its not a big deal. Most importantly: Thanks for updating this mod for Entrenchment!!! Your dedication is apprecitated!
Yeah, I found it a while after posting. Great job!
I'll try to see. What ship specifically uses those? Kortul I believe would be a good example?
I think the Kortuls' side turrets use that effect. And the egg has few of those cannons too.
The antorak (the vasari capital with phase stabalizers) has a beam on the fron as well
Thanks guys. It's probably a file name mismatch, or something. I won't be able to check on it until evening, though.
Bad news with flash beams. Bailknight did not make new particles for them. He modified the entities shuffling around which existing ones they use, and increased the beam width (5x the original for egg, 4x for Kortul). The Kortul's still looks good in this version because its was always bigger, and the muzzle and hit effects do have new particles. It's just the very low beam width for the default Eggy/Antorak that make it stand out like a sore thumb.
This means I can't fix it and keep the mod as visual only. Since it involves an entity change, doing it would mean you wouldn't be able to play it in MP with people who don't have the mod.
But, if you still want me to do it I can.
I'd say keep it visual only. If you've got spare time on your hands, make an alternate mod version that doesn't care about incompatible checksums at all but just including all possible effects.
And did you see my post about the Dunov missiles? They're the only ones that I've seen so far for TEC that don't seem to share the missile effects.
I've tried examining the mod filenames, but I'm not entirely clear on what they affect. For instance, I've seen "Weapon_TechCapitalMissileLight_Travel.particle" and assume that should be the glowing trails you see on the missiles. But if this is truly affecting all capital ships, why would one be different than the others?
Great Mod, I love it. But...
Before the Entrechment Conversion, I had no lag on my laptop with this mod on with a full fleet.
Now... I have the Entrechment with the Entrechment Mod, and I am usuing my tower (much much better stats at bottom) and its not much, but when i do have a full fleet it does cut the fps to a little less than half.
laptop
intel 2.5ghz dual core, quadra 570m graphics, 3 gb ddr2 667 ram
tower
intel i7 2.67 quad core (OC'd to 2.8, i thought it would fix problem, but it didnt) ATI radeon 4870, and 8 gb of ddr3 1066 ram.
No prob playin it with out.
By no means is this a bad review. This MOD is awesome! Coolest thing ever! just dont have a full fleet on large fleet cpacity all in one grav well going after same starbase.
I apologize, SkyMan, I didn't see your question until now
To go back to the old Vasari bombing hits, go into the mod's particle folder and remove this file: Weapon_PhaseCapitalPlanetBombing_Hit.particle
Capitals, siege frigates, and the siege platforms all use it.
Yeah, you had the right file. For whatever reason, the Dunov is the only ship that uses CapitalMissileLight. Everything else, from Javelis to Sova's turret to even the new Gauss upgrades use CapitalMissileHeavy.
If you make copies of TechCapitalMissileHeavy_Muzzle/Hit/Travel and rename them into MissileLight, the Dunov will look better.
It's the only way to do it without changing the entities.
Here's the updated download that fixes it: http://files.filefront.com/Bailknight+Entrenchrar/;13413662;/fileinfo.html
Just over-write everything. I did the renaming and it should only ask for those 3 files.
Simply wonderful Annatar. Downloading now. I'll report back if I notice anything else.
I don't know if this is intended, but the Pulse Guns and Phase Missiles on the Vasari starbase don't have the custom effects.
Arg! Looking into it..
Edit: Yeah, it's sort of intentional since these are new Entrenchment particles. Its missiles are "Ultra" so now there's Light/Medium/Heavy/Ultra, and its pulse gun is "Heavy", which also didn't exist before.
I'm gonna try playing with the existing effects to see how good it looks, until someone *cough*ManSh00ter*cough* can make new ones.
Mini dump problem again... What's wrong ?! I used the file sins for 1.1, mini dump, the volumetric effect and the bailkkgnith enhaned effet 1.12, minidump, bailgknight entrencher, minidump (well, the last one is not a big surprise, i have vanilla). Feel bored...
I really don't understand why it does not work for me : vanilla v1.15, i put the folder in the folder mod-v1.15, then try to activate the mod and then, freeze and minidump ! Very frustrating...
If anyone has the solution to that problem, i would be the most grateful !
I think I have an idea about what's going on with your minidumps - please check that the mod subdirectory structure is correct. To do this, go to your installed mod folder. There, you should see folders like "GameInfo", "Particle", "Textures", "Mesh" etc.
I have a nagging feeling you will instead find just one folder, named same as the mod folder, and within you will find the necessary subfolders. If you extracted mod files directly from an archive, this can sometimes happen, so make sure that the above mentioned folders are placed correctly in your mod folder. Coincidentally, this should fix your minidump problems with Volumetric as well.
Let us know if that was the issue! If it was, remember that its always better to extract archives into a separate folder, then cut/paste what you need into the proper place. That way you can avoid the "extra" layer of folders that sometimes occurs, depending on how the mod was packaged and extracted.
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