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

2,166,675 views 770 replies
Reply #676 Top

Edit: wrong post..I made some confusion, sorry please delete.

Reply #679 Top

I've tried it but it's not working for me, I overwritten the files in the main download but it still crashes when trying to load the mod.

 

I get this in the log when the game crashes.

 

c:\gs\entrenchment\CodeSource\GS\Entity\Interfaces\IBuff.cpp(2247): assert! [(instantAction.instantActionTriggerType == InstantActionTriggerType::

Reply #680 Top

Check your file path.

C:\Documents and Settings\EadTaes\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods-Entrenchment v1.03\Bailknight-Entrench

Inside the Bailknight-Entrench I have the Particle, PipelineEffect, TextureAnimations and Textures

When you unziped your miigth have ended up with a double Bailknight-Entrench folder witch will bug up like this:

C:\Documents and Settings\EadTaes\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods-Entrenchment v1.03\Bailknight-Entrench\Bailknight-Entrench

Reply #681 Top

I've double checked and did it all over again just incase, still no dice, the game seems to hate me. X(

I just checked the dates of the Bailknight-Entrench to the originals and it seems they are the same, are you sure you've uploaded the right files?

Reply #682 Top

hmm I dunno then. Let me compare the files.

 

Reply #683 Top

in the enable mod file try this:

TXT
Version 0
enabledModNameCount 1
enabledModName "Bailknight-Entrench"

Also try havign no otehr mods active. From what i can see the file on MU is identicall to the one I have.

Reply #684 Top

I'll give that ago.

Edit: Crashes on startup. x_x

Just to clarify - I download the mod from the OP, then replace the mods files with the ones that I downloaded from you, is that correct?

Reply #685 Top

No no. Just teh files from my dl alone. Do not combine them with anything. use them as is.

+1 Loading…
Reply #686 Top

Oh, now I feel silly.:blush:

What's with the Mod in the OP being over 30MB while the conversion is only less than 1MB though?

Edit: Karma for you too! :thumbsup:

Reply #687 Top

It'S the gameingo and mesh folders. that arent present in Annatar version witch makes the mod usable online and means it does not get affected by game updates.

Reply #688 Top

Ah so that's why, thanks. i'mma go have some fun!

Reply #689 Top

might i recommend writing it bluntly that the 1.01 version updated by Annatar is compatible with Entrenchment v1.03 (something like v1.01 updated by Annatar, compatible with v1.03), and that it is compatible with MP, while the 1.02 version done by Bailknight is uncompatible with v1.03 and for MP

i mean, it would just make it so much easier for someone who hasnt read the 28 pages of replies...

 

anyway, let me understand:

the link at the top of the page is the v1.02 mod by BK, which is not compatible with v1.03 or MP
however, the v1.01 mod converted by Annatar is, in fact, compatible with v1.03, and will work for MP?

am i in the ballpark?

Reply #690 Top

You got it dead on.

Reply #691 Top

Quoting EadTaes, reply 15
You got it dead on.

Could I impose upon you to link to the one that works with Entrenchment 1.03...?

 

:)

Reply #693 Top

Did Bailknight disappear again? Sorry, I haven't been checking this thread recently :P

If he did, I can see about getting his 1.02 to work with 1.03 and seeing about doing a better 1.03 effects-only version since he added new particles.

Reply #694 Top

He seem to have indded dissapeared. I would rather like you to improve the MP version of this mod if possible. I care not for single player.

Reply #695 Top

Does anyone have the 1.02 convertdata? He has several capital ship and frigate files crashing the mod in 1.03, and they're not converting to text.

Reply #696 Top

A what? BTW were can I get the 1.03 files to create a mod?

Reply #697 Top

Each version includes convertdata.exe for converting the entity files between binary and text. I have the 1.0/1.01 convertdata and 1.03, and neither of them can convert some of Bailknight's ship entities to text so I can see why they're crashing. I need the proggy that came with the 1.02 version, and I don't normally back up earlier versions since I'm not actively modding.

In short - without the 1.02 convertdata that Bailknight used to convert his text files to binary, I can't update the mod.

You can get the files from the installation GameInfo folders, look for the convertdata GUIs on the forums (there are a couple now, I think) that can batch convert them to text for you to use.

Reply #698 Top

Okay, thanks to Haree I got my hands on a 1.02 converter and updated the mod. I'm testing it right now to make sure nothing is missing and it looks good. I'll likely put up a download link tomorrow at some point :)

Reply #699 Top

Download is ready!

http://www.mediafire.com/?yyjmonimowq

This is the full mod updated to 1.03. To make it GFX-only just delete GameInfo and Mesh folders. You will lose beam effects and ability effects (as Bailknight mentions in the readme) and you will also lose debris/corpses from the Volumetric Explosions mod. If you have showErrors TRUE in your user.setting, it will keep complaining that it can't find meshes for these so set it to FALSE and it'll be fine. You'll still get the explosions, just not the extra debris/corpses.

Any issues, let me know :)

Reply #700 Top

Great!

btw.. Is there any way to get rid of the corpses without loosing beam and ability effects?