Here we go at last! I have decided to release a portion of the visual content which will be included in the Last Stand mod as a separate mini-mod, ready to be merged at your convenience with whatever is your current content of choice.
The background of and reason for this mod is simple - I am not satisfied with explosions in either vanilla game or improved versions of several graphic mods out there. The concept of this feature is that a battle should tell a story - when hundreds of ships are pounding at each other with weapons of incredible power, I wanted to see that power reflected directly on the ships themselves. I wanted to see pieces breaking off, sparks flying into space, thick smoke and fire billowing out, atmosphere escaping from cracks and finally, a glorious detonation befitting something which has fought hard, and lost.
However, words can be cheap - I have a preview video of what I meant by "carnage in space", one of the early names I had for this mod, before it got merged into the Last Stand. It's called "Face of War" and this is how the combat will look like in the Last Stand mod. Ok, I'll shut up now and hope you enjoy it!
Preview video (standard quality) download here: Mediafire(30Mb)
Streaming video (YouTube):
Also, here is a new preview video showcasing the new ver 1.0 effects: Mediafire (29Mb)
And on Youtube:
MOD DOWNLOAD: Volumetric Damage & Explosions Effects ver1.2 (Mediafire, 14.04Mb)
COMPATIBLE WITH SoaSE 1.18/Entrenchment 1.41
Entrenchment FIX
This fixes a bug where racial explosions wouldn't show up in the Entrenchment version. Keep in mind that due to the nature of the necessary changes, the currently available Dynamic Battle System version is no longer compatible with this mod. A new version of the DBS will be uploaded in its respective thread.
Download: Volumetric Damage & Explosions Effects ver 1.2 - Entrenchment fix
Version 1.2 change log
-added new explosion effects for all three factions. Now Vasari ships explode in a different fashion than Advent or TEC. Vasari explosions are green tinted while Advent are more to the purplish side.-added new explosion sound effects for all main ship explosions. The effects are more numerous now and have a greater variation/complexity-removed bodies from spilling when a ship is critically struck. Bodies still float around for a short while after a ship is destroyed-optimized ship explosions for heavy duty battles. You should notice a lot less of a FPS drop when lots of ships blow up in a short amount of time
KNOWN BUGS/ISSUES:
None.
This version is meant to be merged at will, so merge away, just credit me. The preview video includes improved particle effects by Bailknight. To merge this mini-mod with others, install those mods FIRST, then overwrite the files with the ones from this mod. Note that if you have any special explosions listed in your .explosiondata file, they will be overwritten. Also note that if your ships .entity files invoke any explosions of non-standard names, you will get a minidump, so take that into consideration when merging.
A final note - I am very much interested in hearing how this performs on your machine, so you are welcome to comment upon that and don't forget to include your system specs! I also playtested this for a few hours and so it should be free of error, but if you do notice something missing or odd, do tell.
This much from me for now, hope you'll like the new stuff!
As of Entrenchment 1.05/Sins 1.19, I think everyone is having problems with them. Some people always had problems with the pipeline effects folder in this mod which caused crashes, but as far as I know the invisible ships problem only started with 1.05. It has something to do with the game being stricter in how it reads texture and effect files (I'm not sure whose mod these files first came from, but I suspect they originated for the early versions of the game, and are clearly no longer compatible with Sins).
Due to the RL constraints I am now placing absolute priority on the Last Stand mod, so any minimods that I have released (namely DBS and the Volumetric mod) will have to take a back seat.
Since their development is part of the Last Stand mod, you can certainly expect standalone versions to be updated if not before then with the release of the Last Stand (if for some reason you're crazy enough not to want to download that piece of awesomeness )
Personally I find the better explosions and damage effects that this mod include add immeasurably to the gaming experience. Due to my own RL concerns I haven't purchased Trinity yet (sorry Brad!), but I'll definitely be doing so when this mod gets released for it.
If I'm not mistaken, the download for this mod has both an Entrenchment and regular sins version.
This question might be covered in the previous 11 pages.
I have Trinity 1.01, Entrenchment 1.05, Sins 1.19 (Just bought SOASE Trinity and updated it), will this mod work with each?
It for sure works with Entrenchment 1.05, though you might have to delete some files to get it to work now. I assume the same fix would work for Sins 1.19 but with the Vanilla version. I'm not sure about Trinity/Diplomacy, but there is a good chance as I don't think they changed a lot of the effects files.
Here are the files that might cause problems in the Pipeline effects folder.
GS_Asteroid.fxGS_Planet.fxGS_Ship.fxGS_ShipBuilding.fxGS_ShipPhasedOut.fx
So manually delete those and I should be okay for entrenchment? Will give it a shot.
Anyone have a list of mods fully compatible with Sins 1.19, Entrenchment 1.05 and Trinity/Diplo 1.01?
Any mod that worked with Entrenchment 1.041 should work with 1.05, but you may have to delete those files Goafan mentioned. The mod won't crash, but when you get in game, all the models are invisible. Deleting those files should fix that problem. You'll also get a string not found error or two, but nothing major.
As for OS and Diplomacy, the only mod I can think of is Distant Stars. I'm pretty sure they have versions for each.
I got Sins Trinity and updated original Sins to v1.191. I tried loading the mod but it created a mini dump when I apply the mod. I deleted the whole Pipeline folder in the mod but nothing changed. Is there a fix to this? If I sent the mini dump files to Stardock will they help me solve the problem? (since the mod caused the crash)
This is probably because the mod is not compatible with Trinity. I am pushing all my modding time into finishing the Last Stand episode I, so this takes a back seat, unfortunately.
just in case you didn't know fire is impossible in space no offence, just saying it wouldn't be very realistic. Are you aiming for a realistic mod?
Fire is possible in space if oxygen is present for consumption, which it is when a ship blows up.
I know fire as it is shown in the mod isn't possible in space. That said, as far as we know, faster than light travel also isn't possible but I think having to wait two years for your ships to go from one gravity well to another wouldn't be that much fun either.
ManSh00ter while you're at it, could you please invent FTL travel in RL. Look forward to an update I lub this mod!
its a game, very little about it is realistic
hello i am trying to get this nice mod to work but all the model are gone can only see out line of planets and ship trails.v 1.o51 ps kind of new to this system speck core i7 6gig ram asus g73
LOL @ new release.
This is sadly out of date. Its for the 1.041 Entrenchment and 1.051 adds enough to mess this up.
https://forums.sinsofasolarempire.com/368651
Try this. Its adds bailknights fancy weapon effects but it compatible with 1.051 Entrenchment.
Thank you but i have that one its rather nice but some of the animation look kinda cartoon y. Im planing to get th DS mod soon i have all 3 sins any think i should know. PS system asus g73 s2 slow internet download 12k/s at home 250k/s at work.
I've seen this mod merged in an alpha version of Distant Stars. Anyone an idea if there is a standalone version comming?
Maybe, I thought I saw ManSh00ter on when Rebellion was released but can't confirm that. He doesn't talk about his work much so maybe he is currently updating it or maybe he is not.
Don't we have a post here someowhere showing that Bailknight actuallu updated the mod and its on that one indie modding DL page?
(sorry--I,m in huge hurry here).
Aaah so ManSh00ters mod is already integrated in Bailknights mod. Okok. I found the Beta to Bailknights mod here: http://ricksgalaxy.homestead.com/links.html
Seems to work for 1.04 at first glance
can this concept be added also to custom models/ships?
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