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[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

2,166,880 views 770 replies
Reply #626 Top

Quoting bailknight, reply 24

I just finished initial version of entrenchment effect mod. Release version will coming next weekend.


There is some problem now. I just updated my entrenchment to ver 1.02 yesterday and It mess my mods pretty badly (mostly related with entrenchment abilities and starbases)

It seems like there is no forgetool for entrechment 1.02 so I can`t make progress until new tools out.

Nevermind, just found new convertdata fof 1.02. I think I can continue my work now.

You the MAN!!!!

Reply #627 Top

Just something, i wanted to know if there is a file that you can edit to make larger and longer fighter trails or if you have to use forge tools and all ? I would love to see them more in a battle :D   so if i just had to open a file with my notebook and modifying a value, it would be great ! But i don't know where to look...

Reply #628 Top

Just something, i wanted to know if there is a file that you can edit to make larger and longer fighter

Trail width is controled by each figter`s entity (ex  FighterTechCombat.entity)

However length is not sure. Before Entrenchment there was a file named as "ExhaustTrailDef.exhaustTrailDef" which seems control those value but it`s gone now(removed from gameinfo


Fixed most of problem from entrenchment mod last night. After few more calibration I`ll finalize my mod untill this weekend as originally intended. I`ll post some screenshot soon.

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Reply #629 Top

Will you be merging your new build with Manshooters latest volumetric mod and vice versa? I really like the effects and gameplay changes you made but sometimes I just want the effects only.

Reply #630 Top

It's good to see you back, bailknight, your enhanced particles are really amazing.

Welcome back :)

Reply #631 Top

i loved your mod, so lot of thanks. but i have a problem with running in entrenchment 1.01

a tried patch the original mod (v1.3 for sins 1.05 /18,4mb/) with bailknight 1.1 (for sins 1.1 /1,11mb/), and after that with bailknight-entrench (for entr. 1.01 /494kb/) (and also tried just the 18,4 with 494kb) and it killed my game without any minidump

can somebody help me?

Reply #632 Top

This should be the correct link as posted on the previous page:

http://files.filefront.com/Bailknight+Entrenchrar/;13413662;/fileinfo.html

Until bailknight returns with beautiful, wonderful updates, that should be the one to use.  Works for me anyway.

Reply #633 Top

ohh thanks man, it worked... i tought i have to merge the mods... but this single mod is working

longing for the new bailknight mod

question: which app are you guys using to mod the effects? just the particle forge or 3ds max? or something else? i dont see how can anyone make a new effect from scratch in particle forge....

Reply #634 Top

Okay, probably this question has been answered before (couldn't find it via google and the search function here in the forum is...flawed :annoyed: ) or it's just a problem specific for my system, anyway: is it possible to have the mod correctly activated while playing online with people who might or might not have it? I did have it activated for a couple of games and the effects worked alright but the textures of all ships were missing. I read something here and there about stock textures and I guess it might've something to do with my problem but to be honest I couldn't make any sense of it.

Reply #635 Top

 

Beautiful work, Thank you Annatar for updating it and of course Bailknight for creating it. I cannot wait to see future releases.

 

Bailknight, can't wait to see your new screenshots!

Reply #636 Top

I have no idea why the textures of your ships were missing.  Make sure you've placed it in the proper mod folder:

C:\Documents and Settings\*Owner Name*\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods-Entrenchment v1.02

\Mods-v.1.16 if you're still playing the original Sins I believe will work, but haven't tried it.

In that directory should be the mod folder containing Particle, PipelineEffect, TextureAnimations and Textures folders.  Properly installed, the game should play fine online with other players as it has a 0 checksum.

Reply #637 Top

Yeah, it's right there. Nevermind, let's just hope it'll continue to work and it's just been some weird bug. Thanks for the help though. :congrat:

Reply #638 Top

If I use Annatar's repackaging will I still be able to play online with my friends without getting a Mesh error? Just thought I'd ask before hand.

Reply #639 Top

Quoting JTM, reply 13
If I use Annatar's repackaging will I still be able to play online with my friends without getting a Mesh error? Just thought I'd ask before hand.

 

It's a graphics/visuals only mod so it will not cause a checksum error. At least in Entrenchment, anyways :X

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Reply #640 Top

this might be a stupid question, but where can i find this mod's  entrenchment download?

Reply #641 Top

use that link :

 

http://files.filefront.com/Bailknight+Entrenchrar/;13413662;/fileinfo.html

Reply #642 Top

Quoting LansecAlting, reply 14

Quoting JTM IV, reply 13If I use Annatar's repackaging will I still be able to play online with my friends without getting a Mesh error? Just thought I'd ask before hand.

 

It's a graphics/visuals only mod so it will not cause a checksum error. At least in Entrenchment, anyways

Doesn't the other person need to have the same files anyways?

Reply #643 Top

No.  A zero checksum mod doesn't affect the core gameplay files that need to be the same amongst all players.  They are purely cosmetic and work fine in games where the other players aren't using them.

Since it's been a while since I last asked, how's it going Bailknight?  Has the next version of the mod run into any unexpected difficulties?  Best of luck.

Reply #644 Top

Does this work with Entrenchment 1.02?

 

Quoting Simmyaz, reply 5

Quoting Annatar11, reply 19Alright, here's the download for the Entrenchment version of the mod. In theory, it should also work for Vanilla Sins 1.15 but I have not had the time to test it.

Installation of the mod is slightly different. Every patch version now creates its own mod folder. If you have Entrenchment 1.01 (and you should), and you don't see the "Mods-Entrenchment v1.01" folder in the user path, launch the game and go to options > mods > show mod path and then refresh your explorer window. The folder should be created, and you can drop the mod in there.

Linky: http://files.filefront.com/Bailknight+Entrenchrar/;13374730;/fileinfo.html

I will test it for Sins 1.15 tomorrow and make any changes if necessary, or just post that it works fine. Also keep in mind Entrenchment does add a bunch of new particle effects (mostly from starbases, and the Adjudicator) which are not changed by the mod until someone who is more artsy than I am can do it.

Any problems, post and I'll try to figure them out.

 

 

Reply #645 Top

Just put it in the 1.02 folder and it should work fine. At least, unless my Entrenchment is a one-of-a-kind fluke that works with this mod.

Reply #647 Top

Sorry for late. I was very VERY busy recently so I have no time to upload my mod that already finished 2 weeks ago X(

Well..finally I got free weekend!:grin: So here it is.

Still no time for make movie or take screenshots but I hope you guys `ll post some here instead me :inlove:

Reply #648 Top

I'll make sure to try it out this weekend.  \o/

Edit:  After 3 AM here, but I was anxious to at least give it a few minutes of play and try it out a bit before going to bed.  I wrote a few notes on good and bad things I saw in that limited time:

+ Kol's new Flak Burst effect is lovely.  Very well done.

+ Did you add a star background?  I played on some golden yellow and orange one that I don't recall seeing before.  If you didn't, chalk it up to me just being tired then.  If you did, it's beautiful.

- Frigate factory doesn't appear to have the upgraded build effects that the capital shipyard does.

- TEC and Militia Cobalts have something wrong with the travel speed on their lasers.  They're moving very slowly towards their targets.

I'll try and test all the other units and starbases over the course of the next couple days if nothing comes up.  Thanks again.  Oh, one last question.  I made a modified version of your folder deleting Mesh and Gameinfo to achieve a 0 checksum for online play.  I saw your note and realize that may disable some of the effects, but I still may try that alternative mod out some more as I've seen a lot of players want to use your mod successfully online without causing crash and desync issues.  I think doing what I did is the only solution, but thought I'd still ask if there's a better way to get both 0 checksum and the majority of your special effects.

Reply #649 Top

+ Kol's new Flak Burst effect is lovely. Very well done.

  I didn`t change that effect since my previous ver..thanks anyway ;)   

+ Did you add a star background? I played on some golden yellow and orange one that I don't recall seeing before. If you didn't, chalk it up to me just being tired then. If you did, it's beautiful.
 

I don`t think I did that...

 

- Frigate factory doesn't appear to have the upgraded build effects that the capital shipyard does.
 

That was intended. I`ll reconsider about that however.

 

- TEC and Militia Cobalts have something wrong with the travel speed on their lasers.  They're moving very slowly towards their targets.
 

 Confirmed. I`ll upload fixed version as soon as possible. Thanks XD

About checksum there is no alternative. Ironclad made beam effect controled by entity and any single change in entities made diffrent checksum. How sad.


I just upload fixed version that fix TEC light frigate issue. Please re-download from above link.

Reply #650 Top

Please, can I have some modding installation help?

I am extremely non-computer-literate, so please, dumb down the response.

I looked for sticky posts about "Mod Installation for Dummies", but didn't see anything. :/

I downloaded the file from the link above (http://files.filefront.com/Bailknight+Entrenchrar/;13413662;/fileinfo.html , but I also wanted to confirm, do I need to buy Winrar?

LansecAlting said" Just put it in the 1.02 folder and it should work fine. At least, unless my Entrenchment is a one-of-a-kind fluke that works with this mod." so, uhm, how do I put it there? (and what is the file folder path?

Move file to location, then use winrar?

Step by step, please so I don't flub it up.

 

Thanks very much all for the handholding :)