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.
does this work with trinity
I'd like to know if this mod works if I only have the original SoaSE game (Updated with the most recent patch). Sorry if this has been asked and answered before.
Just curious, are there any plans to incorporate The Sins Optimization Project into this mod?
NO as the TSOP works in the opposite direction as this one.
yep
Just curious why were the colored shield effects removed?
They used to be in some older versions of this mod, and they were awesome. Feels like it's lost something.
does this mod work with any other mods....for some reason i cant get it to work alongside of RealCaptialShips-v1.0-D_RG Mod.
It only lets me have one or the other....
any way to fix this?
remove the gameinfo file from this mod
and the mesh folder
How to use your mod without replacing GameInfo files from other mods?
Yes, I can delete GameInfo folder from your mod, but I loose ~50% of graphical effects too. As far as I know size of stuff like beam weapons is coded in GameInfo files, are there any way to modify your mod in order to edit original in-game beam sizes to make replacing Gameinfo files no longer needed?
I am seeking for way of using your graphics mod (entire mod, not just few effects) with other mods without need of editing each mods gameinfo files...
Thanks for any help.
will this work on trinity too? if not then i can just quickly change it
jokamojoe, the entrenahment version WILL work in the entrenchment part of trinity, and the diplomacy will work in the diplomacy part of trinity, so no worries
harpo
so should i download both of them?
If you play diplomacy (which already has entrenchment in it) then you only need to download the diplomacy version. If you wish to play entrenchment because you don't like the new stuff diplomacy adds (aka the pirates) then you need the entrenchment version.
help, when i go to download it, it says that it is beginning the download...but it doesnt do it... any help, is there another site that i can download it from mabye
It works fine for me, and I do know that he has a mirror site up (its right next to the original). After that I'm afraid there isn't another link that is as well taken care of as this is.
another question, does the diplomacy mod version have to be v1.01, or do i have to download the update for it. i have the trinity edition and the file where i put mods in is mods-diplomacy v1.00? if i DO need to update it then could someone very kindly post the link to a reliable download, thnks
It is the only way you can update.
All mods are built differently. Unless you want to wait for the mod creator you should just try it.
Edit: After reading the OP the answer is....
You need to update "- Merged the patch's changes to pirate ships & defense platforms"
I just re-installed Trinity after not playing for about a year. Updated to the current beta patch. When I try to enable Baliknight's mod the game instantly mini dumps and crashes. The thought of having to play without it is horrifying . Anyone else having an issue using this mod with the current beta, or is there something else going on I could look at?
Just revert back to the pre-beta until the beta is finallized... or if you want to try the beta features, revert back make a copy of your entire Sins installation for your mods and then upgrade again.
I'll give it a whirl. How do I revert it anyway? Never had a reason to try before.
You can only do this because it's a pre-release. Un-select show pre-releases in Impulse. Then again in impulse select [ctrl]+[shift]+[right click] on Sins of a Solar Empire Diplomacy. Choose Verify Installation. This should revert you back.
or just remove the game info file I believe
Worked beautifully, thank you. First time I ever had a problem running one of the betas never had to try that before.
awesome!
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