Cloak & Dagger studios presents The Sins of the 13th tribe Battlestar Galactia MODEL PACKs.
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Cloak & Dagger studio's Sins of the 13th tribe Version ./1 model pack :note this pack is not finished and is NOT set up as a typical sins mod. You need to backup and make copys of the v1.6 stock sins textures and mesh folders and add these files to those folders. Let them overright the stock meshes and textures . I set it up to replace the stock game meshes not to add to them. All other releases below will be mod related this will be the only download with "stock replacement" in mind.
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Cloak & Dagger Studios : Sins of the 13th tribe Battlestar Galactia model pack Version / 2 :note this pack is not finished and is NOT set up as a typical sins mod. This is a Swapout mod it will replace your stock models. Back up your meshes and textures folder before installing.---- To install {backup your files first} paste all textures in your texture folder let it overright files and same with mesh folder. THIS mod only replaces Tech and Advent models . Look for V3 of this model pack comeing soon.
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Go here for the Official Sins of the 13th tribe Battlestar Galactia Entrenchment mod by Kyogre12
so is there a link to the models or is this still WIP?
i totally want to make the basestar the pirate starbase
the counts that I posted are the combat ships and starbase builders, ie the ones you can control
the trading,mining & planetary constructor are not directly controllable so do not count
harpo
Wip i guess atleast until i get all the models swaped out and working. NOTE: the ships dont look great because of data texture errors da.dds i have not yet found a good combo to make the ships look right. I might not have time to fix that. We also have several cylon starbases that you might like better than that basestar for a pirate starbase .
I might release a few models here in a few days not sure yet.
My plan if i didint get any help with code and or effects to make an actual mod was to swap out/replace ALL the stock models and the icons to get the "BSG" feel. That for me is the 1st step. Tech-Colonial and Advent-Cylon Vasari-Eastern alliance and extras races in Tos.
Now with a little help to figure out what to do i dont know for sure if a FULL MOD is in the works or not.
Either way i plan to convert to Sins and release all 50 or 60 BSG models modeled by our studio for any one to make their own bsg mods if so desired.
I also am in the process of converting Coxxon's Bsg models from SFM to sins some of which may be in this possable mod i would like to name "Sins of the 13th tribe the Colonial wars" if it ever gets off the ground in full.
Oh and Harpo99999 they do count i wana swap out all stock models
I would help you but I am not really good at modding. I am just making my own mod for me to play with my friends. Harpo has helped me a bit and his info is reliable. I suck at modeling so I grab and credit people where do, though no one will ever actually see it, lol. Thanks, keep up the good work!
I wouldnt worry about it, i think i will have a model release this weekend i only have 4 or 5 models to replace then ill have the tech-colonial and advent-cylon slots filled and pics replaced. It is a good start for any one to get their own mod goin. The drawbacks are , 1 i havent had time to mess with the data textures . 2 I havent made brush < i guess there called icons for the game yet. {Im not sure how to do that other than pixel painting the ships or making mini renders of the ships which would be a real pain to do}. 3 the models use close to the same scale, same number and name hardpoints as the stock ships i replaced. So a true BSG mod more weapon points and stuff have to be added + things have to be scaled to the BSG universe.
My goal with this first release is to allow one to just change race and ship names and be able to use stock sins with a BSG theme. Or change nothing and still have BSG ships doin the damage. The only editing i have done is in the textures and mesh folders so it wont crash the game or mini dump on you .
I have noticed alot of sins stock abilitys are perfect already for BSG theme like advents reserect ability and tech missles on the marza etc. If only i could get the ships to fire on the move it would rock as stock he he.
oh man i just thought how cool a flak cloud ability would look if we could actually do it in game....
Sounds like an interesting project and would love to see how it it going. Am looking forward to trying it out. Congrats on the work, the screenshot look interesting.
Take care,
-Teal
I just wanted to say that I'm really excited about this skin job for Sins...
but serisouly. this stuff looks pretty great. nice work; can't wait to get my hand on it
Here is some of what i have replaced at this point i still need to make mini pics of the rest of the replacements but this is what "has been swaped out" , i have these meshes online and i am working on the texture zip pack , i dont want to zip up the entire texture folder it would be over a gig itself as i have it now . When i get it done ill release them bolth here asap to let the moders begin their mods. This will be {13th tribe V./1 test release model pack} the only model pack i will release that uses the stock sins hardpoints for = play. All other releases will be MOD related.
After i release this if any one that knows the data texture tricks and wants to help fix please let me know.
Downloaded thanx for the cool stuff.
Hey what version is this for?
Also, can you tell me exactly how to download it? You said it doesn't work like a regular mod
thanks
I cant say with version it is but after I extracted all files it looks to me like a replacement mod, where you have to replace all files in your installation folder. if you want to use them.
Otherwise you can just use the meshes and textures and build a mod around it.That is what i am trying to do with the Cylon ships
Kreeargh said, this is a test release and not a complete working mod.
Just so you guys know, I am help out kreeargh to turn this into a real mod, with the Colonials + Cylons being their own races, etc. So if you don't want to do it yourself, you can wait a little while for me to finish. No garantees, but I hope to have something playable in a week or two.
Yes this zip is a replacement mod, it swaps out the orignal stock 1.6 sins models . Copy your texture and mesh folders to make a backup and replace the mesh folder for this one and add the textures in my textures folder to your stock folder and let it overright any files it wants. These files will replace the stock models for the BSG. But they use the same stock hardpoints just fitted to the BSG models.
NOTE : if you plan to release a BSG mod useing these models defore i finish this stock replacement model pack please contact me for the proper credits. So far Coxxon, Unknown Warrior, Fallen warrior, Dnkids, Charles Oines , Richard Livingston and Kreeargh should be credited for the models , texture and design work. I will add all proper readmes in the final release.
till now i just want to play around with the cylon ships but if something will be added from your work to my mod i will ask you for permission. I just have an idea, of a "watcher" fleet protecting some ancient relics in space and the cylon ship design would be perfect. But before I add new ships and maybe a new race to the game, i have to solve other problems.
You made a great job there I hope you will finish the BSG mod in the near future. I can't wait to play it
How do I install this mod? i don't get how to put it in.
well thanx for posting this mate im sure someone will pick it up and finish the mod now thanx again
Add all the files in the textures folder to the games textures folder and swap out the games mesh folder for mine. Dont forget to make backups of your sins textures and mesh folder so you can go back to stock.
This model swap out mod is NOT finished there are maping errors and da - data texture errors i still need to fix + i have to add the rest of the models to make it a full mod. There are also errors in the selection pics for some of the ships like the cylon scout is not the same model you see in the build pic etc. I released this unfinished because i wanted the mod makers out there to be able to get a jump start on their own BSG mods as this was intended for model swap out only .
But if you dont want to do that wait a week or 2 there will be a normal game mod for entrenchment, Kyogre12 is working on the codeing on it . The 1.6 sins BSG mod will take a little longer with more models now its a toss up on what to use.
Good news for the BSG model pack Major Payne has given me the ok to convert his BSG models to sins so there will be enough ships for any critic to play with .
a better way to do it is go into your mod directory and create a new mod folder "BSG" or somthing along thos lines add the tex and the mesh folders to the bsg folder and than run the mod as you would any other than you can stac ur mods ect while keeping your offical as it is
theres a mod out there called dynamic that would probley be close to what your after only issue is the cap ships dont fly and shot unless u micro it your self but all the others will dog fight
https://forums.sinsofasolarempire.com/341567 and it stacks no problem with many mods
Just wanted to update everyone on my progress. It's probably going to take longer than I originally thought. I got the Cylons and Colonials in as their own races, however, the TEC and Advent still use Colonial+Cylon ships, so I've been working on fixing that. Unfortunetly, something I did to try to fix that caused the game to minidump when you load the mod. Since there is no developer.exe for Entrenchment 1.02, I have to go back through everything to try to find the problem. Once I get it working, I'll let you know.
sounds geat. and i have to say thanx for all the work you put into this and the speed
cursed
Greetings!
I love BSG, and have every intention on adding it to 7DS. I hereby dedicate you any help you need from me, the 7DS team, and DANMAN GAMES. If you want it of course.
DANMAN
Another update. I have the Colonials + Cylons in game, with proper names for most of the ships. I also merged in Manshooter's Volumetric Explosions mod. However, at this time this mod will be a total conversion--no TEC, Advent, or Vasari, only the Colonials and Cylons. Some of you may be disappointed with that, as am I, but it is the only way that I will be able to release anything that is playable. Hopefully, if/when the developer.exe is released for Entrenchment v1.02, that will change, and I can get the vanilla races back in without too much trouble, but for now they are not playable.
With Kreeargh's and Manshooter's permission, I will post what I have now for everyone to play.
I will now work on giving ships the proper weapons (no more Pegasus shooting Kol beams, etc), giving them more Battlestar-centric abilites, and filling in the last ship names that I am still missing.
As Kyogre12 is part of my team Kreeargh, You can see that we are behind you 100% with this.
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