bailknight bailknight

[MOD] Bailknight`s Graphic Mod for Entrenchment ver 1.02 Fixed 1

[MOD] Bailknight`s Graphic Mod for Entrenchment ver 1.02 Fixed 1

Compatible with Entrenchment ver 1.02

 Bailknight`s Graphic Mod for Entrenchment ver 1.02 Fixed 1

Fix TEC light frigate weapon travel speed issue. If you get previous version please re-download this.

DOWNLOAD : http://www.mediafire.com/?yoomlxzk889

Compatible ONLY with Sins Entrenchment ver 1.02 not original Sins

This mod Contain "Volumetric Explosions&Damage Effects ver. 1.13 " by ManSh00ter

Warning - This mod didn`t trough entensive test so may have some serious bugs. When you find some please inform me.

0. Fix
   1. Fix TEC light frigate`s weapon travel speed (600 -> 6000)

1. How to install MOD
   1. Update your Entrenchment ver to 1.02 first
   2. Start Entrenchment
   3. Go option -> mods -> show modpath to confirm your mods folder.
   4. Quit Entrenchment
   5. Put "bkg_Entrenchment_v1.02_1" folder into your Entrenchment mods folder.
      ex) C:\Documents and Settings\youraccountnamemayhere\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods-Entrenchment v1.02\bkg_Entrenchment_v1.02_1   <- this folder should contain 6 folders(GameInfo, Mesh, Particle, PipelineEffect, TextureAnimations, Textures) and 6 manifest files(brush, entity, galaxy, playerPictures, playerThemes, skybox)
   6. Start Entrenchment
   7. Go option -> mods -> enable mod to activate mod.
   8. enjoy mod.

2. Changes - Visual
   1. Enhanced every weapon effects.
   2. Enhanced and added most ability effects.
   3  Add new mine explosion effect for each mines.
   3. Enhanced some explosion effects and Implented with ManSh00ter`s Volumetric Explosions&Damage Effects ver. 1.13
   4. Enhanced and optimized other various effects.
   5. Heavy Crusiers length extended.
   6. Phase Gate now stand up and rotate and bigger .
   7. Weapon Jamming Module downsized.
   8. Optimized TEC Fighter mesh.
   9. Pirate Gauss defense`s weapon changed to autocannon (only visual)

3. Changes - Gameplay
   1. None
   2. Still if you remove GameInfo folder, You`ll lost every enhanced beam effect and ability effects.
  
4. Fixes from vanilla SOASE Entrenchment ver 1.02
   1. Fix some improper weapon points.
   2. Fix persistence passive effects disappearing when load saved game.
   3. Fix Advent starbase`s Meteor planet ability didn`t work collectly at level 2 (Has 0 ranges).

5. Credit
   1. Thanks to Stannum for his SOASE 3Dsmax importer and exporter tool ver 1.1
   2. Thanks to ManSh00ter for his "Volumetric Explosions&Damage Effects ver. 1.13"

P.S.  Send me PM or e-mail for notice If you want modify or redistribute this MOD.


 For Sins ver 1.1 (Converted by Annatar)

(Notice- Pirate base replaced to desert planet in this video for better bombardment presentation. Not in release version)

TEC http://www.youtube.com/watch?v=fyZtYW0EhOs

ADVENT http://www.youtube.com/watch?v=JbBSxcCwjh8

VASARI http://www.youtube.com/watch?v=ihxCkD6eLmw

DOWNLOAD : http://files.filefront.com/Bailknight+11rar/;12438797;/fileinfo.html

2,167,897 views 770 replies
Reply #226 Top
Wow, those are awesome.
But doesn't that long range frigate looks more like a rail gun frigate than a missile frigate?

It think that's the only thing that can be changed about shields: (in Player*.entity)
shieldData
shieldAbsorbGrowthPerDamage 0.001
shieldAbsorbDecayRate 0.0125
shieldAbsorbBaseMin 0.15
shieldColor ff0EADFF
Reply #227 Top
But doesn't that long range frigate looks more like a rail gun frigate than a missile frigate?


Yes. That is Ballista class rail gun frigate. Their will be new faction(no TEC replacement right now) in ver 2.0 called "The Order" or "Renegade" or "F.S.A." something like that (whatever...I`m still choosing) made by somekind of militarized humuns.
Reply #228 Top
Wow. Really liking the ships so far. Nice step away from the conventional missiles route for the Long Range frigate as well, which should make it an interesting support unit.

The Siege Frig looks a bit out of place but I'm sure it'll look fine once it's done and textured.

Ed: If you stick with the black paint theme like the Flak Frigate concept, call them The Order. Seriously.
Reply #229 Top
I'm having a problem with this mod (and all mods, really, except for a font mod)... With any mod enabled, when I try to start a new game, I see rows of String Not Found messages. Can't switch between galaxy sizes. Only works normally back in vanilla settings.

Happens with all mods.

Any ideas, folks? I've tried reinstalling / repairing the game installation, and I can't get it working properly yet.

Out of all the mods I have seen, I really want to get this one working the most, as I'm a bit of a special effects nut (I really like the look of what Bailknight has done here via the videos).

And on a side note, how would I go about combining a few mods for my personal SP use, such as the font mod + this one? The mod options in game seem to only let you use one at a time.
Reply #230 Top
I happens to me when I translated Sins in french. In fact i think you forgot or add too much " somewhere in the English.str
Then I used this WWWlink and everything worked fine.
Reply #231 Top
Thats a shame about the shields. Oh well.

Those ships looks pretty cool Bail. Are you thinking about adding those to whats in the game, or planing on switching them out for the ones you are making?


Wow, those are awesome.But doesn't that long range frigate looks more like a rail gun frigate than a missile frigate?It think that's the only thing that can be changed about shields: (in Player*.entity)
shieldDatashieldAbsorbGrowthPerDamage 0.001shieldAbsorbDecayRate 0.0125shieldAbsorbBaseMin 0.15shieldColor ff0EADFF


Hmmm So the
shieldColor ff0EADFF would change the color of the shields?
Ok call me stupid its ok :/ but how would you go about using this to change colors? Not 100% sure what ffoeadff means or which part of that to change to make it different.

Reply #232 Top
ff0EADFF is a standard hex code. [methinks] The first 2 probably stand for transparency then the next six are actually three pairs, the three pairs will stand for red green and blue.

I.e.
ff = transparency "x"
0E = red "x"
AD = green "x"
FF = blue "x"

N.B. I may have gotten red, green and blue the wrong way round but thats the basic idea.
Reply #236 Top
Bailknight: I'm terribly sorry I haven't thanked you yet. This mod is outstanding, and makes playing the game an even more beautiful experience. I especially like what you did with the Advent weapons and abilities - Cleansing Brilliance in particular is amazing. The strong and vibrant blues make playing or fighting Advent a given in any game I play now.

Your new ship designs look great! While I would greatly appreciate a new faction, those meshes overriding the TEC ships would be fine with me. The LR in particular looks deadly awesome. Good luck with your work.

Ben
Reply #237 Top
hey bailknight is there any chance youll merge your (awesome) mod with mods like the mars effect or distant stars because that would be amazing.
Reply #238 Top
I've been using your mod the first chance I got, and I can't imagine playing Sins any other way. Your mod is the way Sins should have shipped.

Anyways, I just popped by to see how things were going and I didn't realize you were making entirely new ships! All I have to say is wow. They look awesome, and I can't wait to play them!

I'm sure if you and some other modders put together your mods (Uzii's Sins Plus, for example) then the mega-mod would qualify for a total conversion. Am I correct? Or are you soloing it? Because I know that if you merged this mod with a few other popular ones then it would make Sins 100% better.

Anyways, just my thoughts. Great work, I can't wait for it to be released!
Reply #239 Top
I would love to see the graphical enhancement mod put together with at least Sins Plus by Uzii.
Reply #240 Top
I've tried merging Sins Plus 1.3a with the latest of bailknight's but I did something wrong and the new sins plus research didn't show up in the research tree.. so now it's approx 1 am, I'm fed up and tired and please, someone else try it, then post it ;)
Reply #241 Top
hey bailknight is there any chance youll merge your (awesome) mod with mods like the mars effect or distant stars because that would be amazing.


I`m trying to make merge guide soon but I was in middle of hell recently(and more to go till june..) so I need some more time(May be next week?)
Merging pack will contain optimized particles and some new effects(not sure).


Only one new mesh in this week.

Thanks.
Reply #242 Top
This looks cool, but I strongly dislike the gameplay changes you've made. Is there a way we could get all the same visual effects changes (even the ones marked with a (1)) *without* the gameplay changes?
Reply #243 Top
Glitch, see section 4, bulletpoint 1 in the instructions.
----------------
Does anyone else find a "counter leak" where after about two hours of play the special effects start disappearing and you have to exit and re-enter to get them back? One theory is that the particle counter is not getting reset properly when every effect ends and eventually runs out.

I've already quadrupled my particlecount specification in the config file and it still seems to happen, so I unfortunately had to remove the mod.  (:( 

-- Retro
Reply #244 Top
GREAt job bailknight, i loved your work in EAW and i love your work here =]
Reply #245 Top
bailknight as i posted earler itd be great to combine this with the mars effect, but if not in your next update could you include an increse in the unit cap as currently if you want too play maps with four plus stars its just not feasible, aside from that the carrier model looks awesome, keep up the good work.
Reply #246 Top
Glitch, see section 4, bulletpoint 1 in the instructions


Yup, saw that. But then I don't get the stuff listed in 2.1, 2.2 and 2.3. Normally I'd just do it myself, but the files are all compiled, which makes it impossible to get just the changes I want.

Reply #247 Top
Does anyone else find a "counter leak" where after about two hours of play the special effects start disappearing and you have to exit and re-enter to get them back?


So that's what it is. Yeah, it happens to me every hour or so. Annoying, but it gives me a reminder to save every hour so I can quit.  :p 

Any fix?
Reply #248 Top
Bailknight great mod. Any chance you're a Gundam 00 fan? Those colony ship designs of yours look awfully like carriers in the new Gundam.

Also, anyone know if it's possible to get this mod running for the visual effects, yet still play normal online matches?
Reply #249 Top
I love it. Any chance the shield hit effects might be tweaked in a later version? I've always thought they could stand to be more noticable.
Reply #250 Top
I just had several long play sessions and can confirm that it doesn't occur in "vanilla" 1.03, so it's definitely a problem in the mod.

-- Retro