Bailknight's Graphic Mod is undoubtedly the highest quality graphical makeover for Sins of a Solar Empire. The following screenshot will testify to that. Unfortunately, Bailknight has been gone from the forums for some time now. In his absence, I've updated this impressive mod to include the gameplay changes introduced since Entrenchment 1.02. And so I shall attempt to maintain Bailknight's work until the man himself returns.
Download Bailknight's Graphic Mod:
Release 1 for Diplomacy v1.01/1.011:Full Download 34MB mirrorPatch from v1.00 5kB mirrorchecksum: 5276234
Release 1 for Entrenchment v1.05/1.051:Full Download 34MB mirrorchecksum: 5275988
Don't forget to read the README.txt!
High Definition videos of the mod:
TEC vs. TEC Starbase *Vasari vs. Vasari Starbase *Advent vs. Advent Starbase (coming... maybe?)
Changelog:
Release 1 for Trinity / Diplomacy 1.01:2010 February 20th
- Merged the patch's changes to pirate ships & defense platforms
Release 1 for Trinity / Diplomacy 1.00:2010 February 10th - Updated mod for Diplomacy compatibility & stats - Found & deleted a few more redundant files
Release 1 for Entrenchment 1.05:2010 February 6th- Integrated documented changes from the Entrenchment 1.05 patch - Note: Vasari heavy frigate recieved an undocumented DPS buff in the patch - Vasari mines now use the correct explosion effects (neither I nor Mansh00ter noticed this bug before 1.05 fixed it =p)
Release 3 for Entrenchment 1.041:2010 January 20th
- Integrated Mansh00ter's mod Volumetric Explosions v1.2: - Added Mansh00ter's new explosion sounds -- but did not replace existing Sins sounds - Ship explosions now colored differently by race (TEC: orange, Advent: purple, Vasari: green) - Optimization of explosion effects to eliminate game slow-down when lots of ships are destroyed - Bodies now only jettison after explosions, not after damage effects (fires, air leaks, electrical arcing) - More realistic planet cloud texture & pipeline shader incorporated from EvilleJedi's Sins of a Galactic Empire mod - Fixed bug with Vasari Nano Weapon Jammer that caused it to constantly autocast without any enemies in range - Removed Bailknight's TEC Capital Ship Factory mesh since its textures were applied incorrectly - Reduced duration of Advent Bomber's hit effect, as using these bombers in mass could cause very artificial-looking grids on shields - Other minor changes: - Removed Bailknight's TEC Light Frigate mesh since it was exactly the same as unmodded Sins - Merged unmodded-Sins' glossiness values into the remaining Bailknight meshes - Fixed shield meshes triggering debug messages in developer EXE - Removed two unneeded .PSD files in the Textures folder
Release 2 for Entrenchment 1.041:2009 December 5th
- Fixed texture for TEC carrier's missile turret that caused excessive bloom- Deleted Vasari Enforcer mesh (and its shield mesh) since the textures were applied incorrectly- Reduced opacity of the shield hit effect from 6x unmodded Sins to 2x
Release 1 for Entrenchment 1.041:2009 November 7th
- Integrated all gameplay changes since Ent 1.02 patch- Changed Advent Adjucator weapon projectile effect- Deleted several unneeded files
*Note: These videos are from Bailknight's original mod, so the reduced shield effect is not shown, the broken Vasari Enforcer mesh is present, and the enhanced planet shader is not shown.
Mazuo, I don't think shields ever glowed a specific color. To me, they always seem to reflect the color of the skybox. And I do still see those "target reticules", but Bailknight's hit effects are often large and bright enough to mask them.
And in addition to deleting the Frigate_PhaseHeavy mesh to get rid of the mis-textured Vasari Enforcers, you'll want to delete the Shield_FrigatePhaseHeavy mesh too.
Just found out that the TEC carrier-capship's missile turrets have used a bugged texture since Sins first released!
I'll put the fix in with the next BKG Mod release, but for any modders out there, here is the corrected missile turret texture (mitigates the overbloom effect):http://www.mediafire.com/file/mjyzlwzugmm/EffectTechMissiletower-da.dds
Thanks for updating this mod, it's really good!
Only thing that irks me is the really high shield opacity when something is taking alot of hits, say a starbase or a Radiance with animosity activated. Is it possible to set an upper limit to the opacity or is it a strictly linear thing? Shame it's not possible to replace the shield altogether with something more detailed as it would certainly be a nice bit of eye candy for those with capable systems.
You're welcome! Though most of the thanks, by far, should go to Bailknight. He did an arseload of work to make this mod.
About sheild opacity, this is something I have noticed and investigated. Turns out the opacity is 6x the Sins default. Next update, I'm going to try lowering it to 2x. It doesn't totally eliminate the problem, but you have to have a LOT more ships hitting with a lot more weapons to reach full opacity.
As far as I know, it's not possible to put an upper cap on the opacity, being an additive effect that occurs with every weapon impact. But if anyone knows of a way, I'm all ears!
Hi People
Sry for my English, but iam German
I have one Problem with the Mod. I have downloaded the latest Mod Version for Entrenchment 1.041. Than, i installed the Mod, but when i push the Button to activate the Mod, my Game freezes.
This is my first Mod for Entrenchment. Can anybody help me please ?
Thanks
PS: I need a new Link to download the Mod for Entrenchment Version 1.041. The Link in the first Comment doesnt work. Thx !
New update released!
Changes: - Fixed texture for TEC carrier's missile turret that caused excessive bloom - Deleted Vasari Enforcer mesh (and its shield mesh) since the textures were applied incorrectly - Reduced opacity of the shield hit effect from 6x unmodded Sins to 2x
Stuffi:Is the green checksum # what it should be? Also, I just released a new version; you should definitely be able to download that.
Ok, i downloadet the New Version and it works fine. Great work, Thanks a lot !
Guys, let me know what you think of the reduced shield opacity... If it reduces the "solid wall" effect enough or too much when all ships are firing at the same starbase or Animosity-using capship.
Well, so much for feedback.
I have a question for fellow modders: Is there anyone out there who can re-create the Vasari Enforcer mesh without the UV mapping corruption? I believe all Bailknight did was stretch it (and the shield mesh) lengthwise just as he did to the other heavy cruisers.
RL and other games, plus the beta of Diplomacy, have kept me away. I'll try to load up Entrenchment soon and see how the shield effects look.
Tinkering around, I noticed that the Vasari's Nano Weapon Jammer autocasts its ability constantly, even with no enemy ships in the gravity well. Therefore, whenever an enemy fleet arrives, the Nano Weapon Jammer will be at extremely low antimatter from this constant autocasting.
I've fixed this by changing the aiUseTime constraint from Anytime to OnlyWhenManyTargetsInRange.
D'OH! I had the wrong version of the mod installed. Nevermind!
Release 3 is now out!
Changes:
- Integrated Mansh00ter's mod Volumetric Explosions v1.2: - Added Mansh00ter's new explosion sounds -- but did not replace existing Sins sounds - Ship explosions now colored differently by race (TEC: orange, Advent: purple, Vasari: green) - Optimization of explosion effects to eliminate game slow-down when lots of ships are destroyed - Bodies now only jettison after explosions, not after damage effects (fires, air leaks, electrical arcing) - More realistic planet cloud texture & pipeline shader incorporated from EvilleJedi's Sins of a Galactic Empire mod- Fixed bug with Vasari Nano Weapon Jammer that caused it to constantly autocast without any enemies in range- Removed Bailknight's TEC Capital Ship Factory mesh since its textures were applied incorrectly- Reduced duration of Advent Bomber's hit effect, as using these bombers in mass could cause very artificial-looking grids on shields- Other minor changes: - Removed Bailknight's TEC Light Frigate mesh since it was exactly the same as unmodded Sins - Merged unmodded-Sins' glossiness values into the remaining Bailknight meshes - Fixed shield meshes triggering debug messages in developer EXE - Removed two unneeded .PSD files in the Textures folder
As usual, please delete the current installation before installing Release 3! More old/unnessesary files have been deleted from the mod.
Checksum: 5231965
Nevermind the lack of feedback here...You are doing everyone here a big favor for keeping this mod alive...Gonna try the new release now.
I am unable to download the mod. It downloads but i am unable to access the files. Any ideas on how at get to them?
burnedbacon, DO you have either winrar OR 7zip archive utilities?
if not then google them and download one, install it then you will be able to extract the mod to your Mods-Entrenchment V1.041 folder, enable it in the options/mods in entrenchment and play
hope this helps
harpo
Which one do you use? I've been thinking about getting WinZip. It costs 30 dollars and i'm wondering if it works with vista.
Just download WinRAR: http://www.rarlab.com/rar/wrar391.exe
It does?
I got it free
stupid microsoft
I have and use both, but 7zip is free, but winrar can split archives to a particular size that YOU specify, and zip at present does not.
Ok does WinRAR do 7z files?
EDIT: nevermind, it does. Maybe i should check the installers before i ask questions.
Thanks for keeping the updates coming with this mod. It makes the game look even better than it already is.
FYI, This mod works with full release of Diplomacy.. well.. so far atleast after 20 min of play
Yeah, thats the joy of a purely graphical mods
It works almost all the time (short of graphical changes in the updates)
Im glad it works.. cause i almost cant stand watching a fleet fight without this mod on.. lacks so much
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