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
You the MAN!!!!
Just something, i wanted to know if there is a file that you can edit to make larger and longer fighter trails or if you have to use forge tools and all ? I would love to see them more in a battle so if i just had to open a file with my notebook and modifying a value, it would be great ! But i don't know where to look...
Trail width is controled by each figter`s entity (ex FighterTechCombat.entity)
However length is not sure. Before Entrenchment there was a file named as "ExhaustTrailDef.exhaustTrailDef" which seems control those value but it`s gone now(removed from gameinfo
Fixed most of problem from entrenchment mod last night. After few more calibration I`ll finalize my mod untill this weekend as originally intended. I`ll post some screenshot soon.
Will you be merging your new build with Manshooters latest volumetric mod and vice versa? I really like the effects and gameplay changes you made but sometimes I just want the effects only.
It's good to see you back, bailknight, your enhanced particles are really amazing.
Welcome back
i loved your mod, so lot of thanks. but i have a problem with running in entrenchment 1.01
a tried patch the original mod (v1.3 for sins 1.05 /18,4mb/) with bailknight 1.1 (for sins 1.1 /1,11mb/), and after that with bailknight-entrench (for entr. 1.01 /494kb/) (and also tried just the 18,4 with 494kb) and it killed my game without any minidump
can somebody help me?
This should be the correct link as posted on the previous page:
http://files.filefront.com/Bailknight+Entrenchrar/;13413662;/fileinfo.html
Until bailknight returns with beautiful, wonderful updates, that should be the one to use. Works for me anyway.
ohh thanks man, it worked... i tought i have to merge the mods... but this single mod is working
longing for the new bailknight mod
question: which app are you guys using to mod the effects? just the particle forge or 3ds max? or something else? i dont see how can anyone make a new effect from scratch in particle forge....
Okay, probably this question has been answered before (couldn't find it via google and the search function here in the forum is...flawed ) or it's just a problem specific for my system, anyway: is it possible to have the mod correctly activated while playing online with people who might or might not have it? I did have it activated for a couple of games and the effects worked alright but the textures of all ships were missing. I read something here and there about stock textures and I guess it might've something to do with my problem but to be honest I couldn't make any sense of it.
Beautiful work, Thank you Annatar for updating it and of course Bailknight for creating it. I cannot wait to see future releases.
Bailknight, can't wait to see your new screenshots!
I have no idea why the textures of your ships were missing. Make sure you've placed it in the proper mod folder:
C:\Documents and Settings\*Owner Name*\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods-Entrenchment v1.02
\Mods-v.1.16 if you're still playing the original Sins I believe will work, but haven't tried it.
In that directory should be the mod folder containing Particle, PipelineEffect, TextureAnimations and Textures folders. Properly installed, the game should play fine online with other players as it has a 0 checksum.
Yeah, it's right there. Nevermind, let's just hope it'll continue to work and it's just been some weird bug. Thanks for the help though.
If I use Annatar's repackaging will I still be able to play online with my friends without getting a Mesh error? Just thought I'd ask before hand.
It's a graphics/visuals only mod so it will not cause a checksum error. At least in Entrenchment, anyways
this might be a stupid question, but where can i find this mod's entrenchment download?
use that link :
Doesn't the other person need to have the same files anyways?
No. A zero checksum mod doesn't affect the core gameplay files that need to be the same amongst all players. They are purely cosmetic and work fine in games where the other players aren't using them.
Since it's been a while since I last asked, how's it going Bailknight? Has the next version of the mod run into any unexpected difficulties? Best of luck.
Does this work with Entrenchment 1.02?
Just put it in the 1.02 folder and it should work fine. At least, unless my Entrenchment is a one-of-a-kind fluke that works with this mod.
mine works in the 1.02 folder too.
Sorry for late. I was very VERY busy recently so I have no time to upload my mod that already finished 2 weeks ago
Well..finally I got free weekend! So here it is.
Still no time for make movie or take screenshots but I hope you guys `ll post some here instead me .
I'll make sure to try it out this weekend.
Edit: After 3 AM here, but I was anxious to at least give it a few minutes of play and try it out a bit before going to bed. I wrote a few notes on good and bad things I saw in that limited time:
+ Kol's new Flak Burst effect is lovely. Very well done.
+ Did you add a star background? I played on some golden yellow and orange one that I don't recall seeing before. If you didn't, chalk it up to me just being tired then. If you did, it's beautiful.
- Frigate factory doesn't appear to have the upgraded build effects that the capital shipyard does.
- TEC and Militia Cobalts have something wrong with the travel speed on their lasers. They're moving very slowly towards their targets.
I'll try and test all the other units and starbases over the course of the next couple days if nothing comes up. Thanks again. Oh, one last question. I made a modified version of your folder deleting Mesh and Gameinfo to achieve a 0 checksum for online play. I saw your note and realize that may disable some of the effects, but I still may try that alternative mod out some more as I've seen a lot of players want to use your mod successfully online without causing crash and desync issues. I think doing what I did is the only solution, but thought I'd still ask if there's a better way to get both 0 checksum and the majority of your special effects.
I didn`t change that effect since my previous ver..thanks anyway
I don`t think I did that...
That was intended. I`ll reconsider about that however.
Confirmed. I`ll upload fixed version as soon as possible. Thanks
About checksum there is no alternative. Ironclad made beam effect controled by entity and any single change in entities made diffrent checksum. How sad.
I just upload fixed version that fix TEC light frigate issue. Please re-download from above link.
Please, can I have some modding installation help?
I am extremely non-computer-literate, so please, dumb down the response.
I looked for sticky posts about "Mod Installation for Dummies", but didn't see anything. :/
I downloaded the file from the link above (http://files.filefront.com/Bailknight+Entrenchrar/;13413662;/fileinfo.html , but I also wanted to confirm, do I need to buy Winrar?
LansecAlting said" Just put it in the 1.02 folder and it should work fine. At least, unless my Entrenchment is a one-of-a-kind fluke that works with this mod." so, uhm, how do I put it there? (and what is the file folder path?
Move file to location, then use winrar?
Step by step, please so I don't flub it up.
Thanks very much all for the handholding
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