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

2,166,493 views 770 replies
Reply #726 Top

Yup so right now Annatar is our only hope. I would do it but I havent got the faintes clue yet how to conver a mod from 1 version to the other short of startign from scrach.

Reply #727 Top

eadteas have you tried it with the 1.18a version of the mod updater?

harpo

 

Reply #728 Top

???????????? come again?

Reply #729 Top

Quoting EadTaes, reply 723
New patch this doent work again. Annatar we need ya. Needs a patch update to 1.04. It won't work no more even without the gameinfo and mesh folders.

Then it seems they changed the particle files. I really hope the mod updater utility will handle that, because otherwise someone will have to go through ALL the particle files (and there are a lot of them) and change what's needed.

Reply #730 Top

manshooter, the mod updater ONLY works in the ENTITY files which is where 90% of the changes have happened, and there was a mod breaking change to 1.04 in the entity files with the changes to the akkan colonise ability being broken into two parts and BOTH entity files needing to be in the entity.manifest.

harpo

 

Reply #731 Top

So that's the only (mod breaking) change we know about?

Reply #732 Top

actually it was the mod updater breaking change, but fortunately I had written a manifest maker for mods, so it was not a BIG deal, just an irritant, but there were several changes in the entity files that could if not changed cause problems.

harpo

 

Reply #733 Top

Harpo, do you have a thread here for your mod utilities?  With your mod updater, is there any way to select only specific mods?  It gives me a bad file name error when I try to do that.

Reply #734 Top

moguta, the mod updater was designed to update all the mods from an older version to the newest version, and no it will NOT update a single mod.

my mod updater thread which has links for all of my utilities in one rar

my text-bin gui thread

my MAP updater thread

my manifest maker thread

the bad filename is because the program is trying to find a convertdata that matches the path but can not

if there are mods you do not want to update just delete them from the old mods folder before running the mod updater.

harpo

 

Reply #735 Top

I just tried to update Bailknight's mod.  However, it minidumps after playing for a short while.  Anyone know why?

Reply #736 Top

After converting the mod you need to run the 'manifest maker for mods' on it to get rid of the minidumps.

Reply #737 Top

If someone has converted the Mod for entrechment 1.041, he or she make a rar out of it and bring it online?

Still having probs with the converter.

 

Thx :)

Reply #738 Top

Quoting Gasbic, reply 737
If someone has converted the Mod for entrechment 1.041, he or she make a rar out of it and bring it online?

Still having probs with the converter.

 

Thx

 

I agree, I have also been having some problems getting it to work properly.  If i isn't too much trouble, it would be amazing if some one to posted a rar of the updated mod!

Reply #739 Top

gasbic and steeltoast I  have just play tested my copy of bkg_entrenchment_v1.02_1 updated to 1.041 and no problems with any of the usual errors so I am uploading now to gamefanatics

edit game fanatics closed down. FDB.

harpo

 

Reply #740 Top

Downloading now.  Much appreciated.  Can't test tonight, but I'll try tomorrow for a second opinion.

Reply #741 Top

harpo,

 just an observation, not trying to be a jerk or anything, but you may want to state that your download doesn't include all the balance changes from the 1.04 update. For example: The Cobalt light frigate, max hull points increased from 600 to 635, max shield points increased from 350 to 370, max speed increased from 800 to 825,turn rate increased from 3.3 to 3.7 and there are quite a few more. Anyway, Thanks for the awesome sins tools you've made modding sins a lot easier.

Reply #742 Top

I can confirm that.  Solution for now is to delete GameInfo and Mesh files from the mod as sometimes had to be done in the past.  Loaded up a game to make sure stats were right, but I didn't test for errors.  Should work fine however.

Reply #743 Top

Mazuo,

 You may want to just convert the game info folder to text and update yourself. As stated in the main post above:

3. Changes - Gameplay
   1. None
   2. Still if you remove GameInfo folder, You`ll lost every enhanced beam effect and ability effects.

Reply #745 Top

Since the Distant Stars team uses Bailknight's graphics & have already updated their mod with all Entrenchment 1.041 gameplay changes, I wonder how easy it would be for them to "split" an updated copy of BKGM off from the current DS version?

Reply #746 Top

Quoting Moguta, reply 745
Since the Distant Stars team uses Bailknight's graphics & have already updated their mod with all Entrenchment 1.041 gameplay changes, I wonder how easy it would be for them to "split" an updated copy of BKGM off from the current DS version?

Very difficulte for some sections. As files that affect DS only atibutes migth also be use by BKGM as well. They would have to take all of the BKGM files and then remove by hand all the coding they have for DSM that might be in there.

Reply #747 Top

You may want to just convert the game info folder to text and update yourself.

Definitely a possibility and something I might try.  Just wanted to point out that if you simply delete those two folders, you also end up with a 0 checksum mod that can be used online with others that don't use the mod and it won't cause problems.

Reply #748 Top

Quoting harpo99999, reply 739
gasbic and steeltoast I  have just play tested my copy of bkg_entrenchment_v1.02_1 updated to 1.041 and no problems with any of the usual errors so I am uploading now to gamefanatics

harpo

 

 

Great thanks to you, harpo.

You made my day.

Reply #749 Top

The only two things that ever bugged me about Bailknight's effects were the Advent starfish's fireballs (they hardly looked building-busting) and the TEC missiles (the glowing tip would sometimes be slightly offset from the trail).  So I went ahead and made a couple tweaks:

tweaked Advent starfish fireballs
tweaked TEC missiles

Since Bailknight seems to have abandoned the scene -- at least for the time being -- what do people think about releasing his mod with these two tweaks included?

Reply #750 Top

Quoting Moguta, reply 749
The only two things that ever bugged me about Bailknight's effects were the Advent starfish's fireballs (they hardly looked building-busting) and the TEC missiles (the glowing tip would sometimes be slightly offset from the trail).  So I went ahead and made a couple tweaks:

tweaked Advent starfish fireballs
tweaked TEC missiles

Since Bailknight seems to have abandoned the scene -- at least for the time being -- what do people think about releasing his mod with these two tweaks included?

Looks great ! The best thing were if Ironclad would integrate the mod in the game with next patch, so there wouldn't be a need make a new version with every patch. Sins is the beste strategy game I've played in the last years, but the effects are really lame and this mod shows that it is no problem for the engine to show better weapons and explosion effects.