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.
it should work as there were no changes in the data files.
harpo
I'm not seeing any problems thus far with the latest update. Aside from my previous starbase issue that no one seems to know anything about.
If you want my feedback on this mod: It's pretty cool. I really like some of the effects and others, not so much. For example, all the planet bombing and missile effects are awesome, but most of the others, in my opinion, make the game look like a space-battle-shaped Christmas tree.
What the hell is wrong with a space-battle-shaped Christmas tree?
Yes, very shiny!!!!!
Haha alright, it just all looks like fireworks to me.
Does anybody have any thoughts on my previous question?
First of all, EPIC video of the TEC vs. TEC Starbase.
Now, I was wondering if I could ask a silly question. I was interested in playing with the planet bombing effects (just for personal fun, my modding life is like a raiders outpost). What files do I need from this mod to use them?
You should probably just make a new thread in the modding area. I've not seen moguta around here in some time.
Alright.
It's obviously a curse that anyone who works on this graphics mod disappears, eh?
Does this work OK with the 1.051 update for Entrenchment?
drunkenpirate, as there are NO significant changes in the entity files for the patches, the answer is YES
OMG all is lost!!!
But seriously... you're saying you don't see any weapons fire coming from a non-upgraded Advent SB?
Very nice improvement to the game and it even works if you transfer the files and copy them over to the Sins Plus 1.5 files. Hoping in the near furture someone can add real capitol ships and startbases into this graphic mod
Try Distant Stars Mod
we incorporate (with permission) this mod into our mod and add those things (well the starbases get their greatness from the nasty research we put in it)
Anyone notice that the Planet"xxxx".dds files are the same as the vanillas?
ok let me see if I can locate that mod and try it out
They are VERY similar, but not exactly the same. Noticed this when I was combing the mod for redundant files. It seems they're the vanilla textures passed through a sharpening filter.
Awesome so this works properly with the latest Entrenchment version?
Haven't come back to this game in awhile, really good to see my Favorite mod is still alive.
I just made a Bailknight mod variant for Requiem (Diplomacy), optionally loadable.
Sins is so much better with this kind of mod, I'm surprised Ironclad haven't included such features into it's "high" effects option yet.
I am working on a mod, and I am using several of Bailknight's and Mansh00ter's particle effects in it. I have tried to PM them, but I have noticed that they have not been heard of for a while. I just need permission of some sort to be able to post my mod on the forums.
Bailknight hasn't been around for a year or two and so Moguta has taken over and Mansh00ter is off and on, but I do know that both will allow those mods to be used as long as they get credit if you post the mod publicly
OK
Could someone help me find this mod for ver 1.05 of vanilla sins?
um nope, you might do better downloading Impulse and upgrading to 1.191
www.impulsedriven.com
Pirates off the port bow!
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