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 #151 Top
I just wish to say that i really love this mod for 3 big resons:
- The effects look great!
- Space combat is easyer to oversee as you can see better who is firing at whom.
- For me, it didn't even change a single % in fps.

I would really like this graphic content to be included into other mods!
Good job man!
Reply #152 Top
alright so ive downloaded your mod and ive gotta say you did one hell of a job here man, but i got a question so, when i am in the options/mod screen it gives me the three choices of gameinfo, mesh and particle. and when i click enable mod it only says which one ive selected does that mean there all going to work or just the one ive selected?
Reply #153 Top
alright so ive downloaded your mod and ive gotta say you did one hell of a job here man, but i got a question so, when i am in the options/mod screen it gives me the three choices of gameinfo, mesh and particle. and when i click enable mod it only says which one ive selected does that mean there all going to work or just the one ive selected?


You have to copy the gameinfo, mesh and particle directoryes into a directory named bailknight_graphicmod_v1 within the mods directory. That does not exist and is not included in the zip file, so its a bit confusing. You have to create that directory, and then copy the three above into this one, not straight into the mods directory.
Reply #154 Top
I've added colonizable moons and a number of additional textures).It just keeps growing.


Colonizable moons? :D
Reply #155 Top
Yep, even added a new research to be able to do so. But it's not quite working yet (need to get with Uzii and see what I'm doing wrong).
Reply #156 Top
sweet thanks for the help TyrelHUN. i had a hunch thats what needed to be done but i wasnt sure.
Reply #157 Top
I'm using Distant Start mod atm and I can't load 2 mods at same time. Can I add this mod somehow by default for the game? I should simply copy the files to the gamefolder?
Reply #158 Top
Although I have bit weaker configuration that minimal vanilla requirements - your kickass mod works perfectly - I haven't noticed any lag increase comparing to vanilla (which works fine even with full fleets in 5p match).

Greate job.
Reply #159 Top
Very nice. You rule Bailknight!

I'm the kinda guy that likes to save before massive battles then just send em in, put it on cinematic, get rid of the UI, watch, and look for the perfect screenshot. I love how it makes the TEC weapons less blah graphically. I loaded up a massive TEC vs TEC battle the second after i activated the mod and it was just amazing.

Anyone wanna come up with a step by step to add this to Uzii's Sins Plus? It can't just be as simple as moving the directories... or is it? These two mods together would make me a happy panda.

KP
Reply #160 Top
Actually, it is that easy.

I added it to Uzii's mod. I have my own tweaks in the various gameinfo files, so I didn't even install that part of the effects mod.

I just put the mesh and particle folders into Uzii's.
Reply #161 Top
haha, much thanks. Keep the mods comin!
Reply #162 Top
Actually, it is that easy.I added it to Uzii's mod. I have my own tweaks in the various gameinfo files, so I didn't even install that part of the effects mod.I just put the mesh and particle folders into Uzii's.


Same here. Particles and Mesh alone over top of Uzi's is VERY nice.

I would have used some of the Gameinfo stuff, but all the changes were in BIN format, which means if you use them personal changes are locked out. It would have been much better to leave them uncompiled IMO, so folks can see and tweak to taste.

My personal mod, "Tasty 3.0", is Uzi + this + my tweaks.

VERY nice work.
Reply #163 Top
This is the first SoaSE mod I've installed. Excellent step by step and more importantly fantastic mod!

I can finally play in cinematic mode and see what my ships are attacking and who is taking damage without UI assistance. The damage types are more obvious from a distance and the eye-candy is just icing.

Most importantly, I haven't noticed any performance decrease! I do have a nice comp, but have all my setting on highest at 1920 and still get butter in huge battles with absurd amounts of shiny FX.

Thanks for your contribution Bailknight :CONGRAT:
Reply #164 Top
this is beautiful!

Any chance you'd release the uncompiled gameinfo? I'd like to tweak some stuff myself
Reply #165 Top
Yeah, I honestly wouldn't mind an explanation as to why it is the way it is either. If one were only changing what the graphics look like on your own client, why does Sins care when it comes to playing with others online?


Say for example you are playing an FPS, and you add a little graphics mod that makes the walls invisible, so you can see your opponent coming around the corner before he does, but he can't see you. That gives you an advantage.

Offhand I can't really see how graphics changes could make a difference for Sins, but I betcha somebody can, so I can see their rationale for this feature.

Reply #166 Top
Me and my guild all applied this and Played a game, out of four games at least 2 out of the 4 players received a minidump. Whats up?
Reply #167 Top
Wonderful work on your mod and everything, but I have a question is there a way to combine this into the game its self with out losing my other mod because I'm using the enhanced mod but I also want the firing and laser animations from this one. Is there a way to put it directly into the game liek you can do with your planet's mod.
Reply #168 Top
In that case, you can simply drop the mesh and particle folders into your other mod.
Reply #169 Top
Alright cuz i was wondering if that was all that was need thanks, hope it works.
Btw keep up the great work.
Reply #170 Top
Great work! Makes the battles much more movie like and interesting to watch.
Reply #171 Top
Awesome MOD!!!

I LOVE IT!

Using it right now.
Reply #172 Top
Bailknight , PLEASE PLEASE PLEASE

Work with this modder ( Mars Effect ) and make that an even more perfect experience!

https://forums.sinsofasolarempire.com/?forumid=443&aid=301007
Reply #173 Top
This mod's readme needs to tell people that they need to turn up their MaxParticleCount in their user.settings file, so that they don't end up with invisible shots from all their ships ;)
Reply #174 Top
This mod's readme needs to tell people that they need to turn up their MaxParticleCount in their user.settings file, so that they don't end up with invisible shots from all their ships


Thanks Master :D

Whats a good number? :)


MaxParticleCount 16000
MaxAsteroidCount 16000
MaxDustCloudParticleCount 8000

That ok? :)
Reply #175 Top
This mod's readme needs to tell people that they need to turn up their MaxParticleCount in their user.settings file, so that they don't end up with invisible shots from all their ships


Where do i find that?