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[MOD] Bailknight's Graphic Mod - Entrenchment 1.051 & Diplomacy 1.011 (2010 Feb 20th)

[MOD] Bailknight's Graphic Mod - Entrenchment 1.051 & Diplomacy 1.011 (2010 Feb 20th)

Bailknight's Graphic Mod is undoubtedly the highest quality graphical makeover for Sins of a Solar Empire.  The following screenshot will testify to that.  Unfortunately, Bailknight has been gone from the forums for some time now.  In his absence, I've updated this impressive mod to include the gameplay changes introduced since Entrenchment 1.02.  And so I shall attempt to maintain Bailknight's work until the man himself returns.

Download Bailknight's Graphic Mod:

Release 1 for Diplomacy v1.01/1.011:
Full Download  34MB  mirror
Patch from v1.00  5kB  mirror
checksum: 5276234

Release 1 for Entrenchment v1.05/1.051:
Full Download  34MB  mirror
checksum: 5275988

Don't forget to read the README.txt!

 

High Definition videos of the mod:

TEC vs. TEC Starbase *
Vasari vs. Vasari Starbase *
Advent vs. Advent Starbase (coming... maybe?)

 

Changelog:

Release 1 for Trinity / Diplomacy 1.01:
2010 February 20th

 - Merged the patch's changes to pirate ships & defense platforms

Release 1 for Trinity / Diplomacy 1.00:
2010 February 10th

 - Updated mod for Diplomacy compatibility & stats
 - Found & deleted a few more redundant files

Release 1 for Entrenchment 1.05:
2010 February 6th

- Integrated documented changes from the Entrenchment 1.05 patch
    - Note: Vasari heavy frigate recieved an undocumented DPS buff in the patch
    - Vasari mines now use the correct explosion effects
      (neither I nor Mansh00ter noticed this bug before 1.05 fixed it  =p)

Release 3 for Entrenchment 1.041:
2010 January 20th

- Integrated Mansh00ter's mod Volumetric Explosions v1.2:
      - Added Mansh00ter's new explosion sounds -- but did not replace existing Sins sounds
      - Ship explosions now colored differently by race (TEC: orange, Advent: purple, Vasari: green)
      - Optimization of explosion effects to eliminate game slow-down when lots of ships are destroyed
      - Bodies now only jettison after explosions, not after damage effects (fires, air leaks, electrical arcing)
 - More realistic planet cloud texture & pipeline shader incorporated from EvilleJedi's Sins of a Galactic Empire mod
 - Fixed bug with Vasari Nano Weapon Jammer that caused it to constantly autocast without any enemies in range
 - Removed Bailknight's TEC Capital Ship Factory mesh since its textures were applied incorrectly
 - Reduced duration of Advent Bomber's hit effect, as using these bombers in mass could cause very artificial-looking grids on shields
 - Other minor changes:
      - Removed Bailknight's TEC Light Frigate mesh since it was exactly the same as unmodded Sins
      - Merged unmodded-Sins' glossiness values into the remaining Bailknight meshes
      - Fixed shield meshes triggering debug messages in developer EXE
      - Removed two unneeded .PSD files in the Textures folder

Release 2 for Entrenchment 1.041:
2009 December 5th

- Fixed texture for TEC carrier's missile turret that caused excessive bloom
- Deleted Vasari Enforcer mesh (and its shield mesh) since the textures were applied incorrectly
- Reduced opacity of the shield hit effect from 6x unmodded Sins to 2x

Release 1 for Entrenchment 1.041:
2009 November 7th

- Integrated all gameplay changes since Ent 1.02 patch
- Changed Advent Adjucator weapon projectile effect
- Deleted several unneeded files

 

*Note: These videos are from Bailknight's original mod, so the reduced shield effect is not shown, the broken Vasari Enforcer mesh is present, and the enhanced planet shader is not shown.

923,278 views 273 replies
Reply #126 Top

Quoting myfist0, reply 125
Pirates off the port bow!

Wrong, my copy is legit. I just can't update cause then I can't play 7DS.

Reply #127 Top

make a second copy, that's what a lot of us have done

Reply #128 Top

I was trying to make this compatible with the expansion-less multiplayer game (I have the expansions, but my brother-in-law, whom I play online with, does not) by deleting the GameInfo and Meshes folders (I read here that that's supposed to give a zero checksum?) but the checksum isn't zero... did I do something wrong? Or am I confused?

Reply #129 Top

You only need to delete the GameInfo folder to make it work. If you wish to play online, you have to get rid of all meshes that replace the ones already in-game. Not the ones that are not previously in the mesh folder. Is this correct?

My TotalEffects mod can play online when I only delete the GameInfo.

I really only use entrenchment so I hope that my info is correct.

The checksum most likely will not be zero. For some strange reason my checksum was "466579", and I could play online just fine. Dont know if that is a bug or what.

Reply #130 Top

Hmmm, that's good to know. My brother-in-law picked up the expansions, so it doesn't really matter any more. It's weird, the exact same folder (with meshes/GameInfo deleted) DOES give a zero checksum with Diplomacy, but not with the original game. Anyway, thanks for your reply :)

Reply #131 Top

does this mod get rid of the light blue skybox?

Reply #132 Top

I dont think so.

I hate that skybox. It dims all particle effects and make it hard to see.

Reply #133 Top

So I am having some issues with this Mod.  It downloaded just fine and installed it into the correct path so that it pops up in "Mod" tab in the game.  However, when I go to enable the Mod, nothing happens.  It says the Mod is enabled but I see no graphical changes during game play in either my previously saved games or new games.  Any advice would be greatly appreciated.

Reply #134 Top

Quoting demon12lord, reply 133
So I am having some issues with this Mod.  It downloaded just fine and installed it into the correct path so that it pops up in "Mod" tab in the game.  However, when I go to enable the Mod, nothing happens.  It says the Mod is enabled but I see no graphical changes during game play in either my previously saved games or new games.  Any advice would be greatly appreciated.

If your checksum is also zero, you probably made a duplicate folder when you extracted the mod. I.e. Mod folder->Bailnight's Mod->Bailnight's Mod->GameInfo etc. instead of Mod folder->Bailnight's Mod->GameInfo etc. This prevents the game from reading the new files and thus doesn't change anything.

Reply #135 Top

Quoting GoaFan77, reply 134


If your checksum is also zero, you probably made a duplicate folder when you extracted the mod. I.e. Mod folder->Bailnight's Mod->Bailnight's Mod->GameInfo etc. instead of Mod folder->Bailnight's Mod->GameInfo etc. This prevents the game from reading the new files and thus doesn't change anything.

 

And there is my problem.  The Mod path the game provides me with looks like this: "C:\Users\Matt\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-Entrenchment v1.051"

 

When I put the file into that path alone however, the game wasn't reading it.  Then I put the file into a path that looks like compuer-> Entrenchment Mods-> Bailknights Graphic Mod

 

With two Mod files, one in each path, the game reads it, but the Checksum remains zero and consequently, the Mod has no effect.  Sorry for any glaring ignorance as I just recently got into downloading Mods and such.

Reply #136 Top

No problem, we all went through installation problems at first. x_x

Then the path for the GameInfo Folder should look like this.

C:\Users\Matt\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-Entrenchment v1.051\Bailknights Graphic Mod

Basically just make sure that there are no other folders between the Bailknight folder and the mod contents (GameInfo, Particle etc).

Reply #137 Top

i want to delete the enhanced illuminator beam, what is the file called?

Reply #138 Top

I think you need to change gameinfo files for chucksum to change. Sound and Graphic mods are ussually checksum 0 to allow playing with it online.

Quoting aaa11, reply 137
i want to delete the enhanced illuminator beam, what is the file called?

I dont use the mod. Is it called enhanced illuminator beam? If so start to search the text files for that which it is called. Notepad++ will search the whole directory.

 

Reply #139 Top

no, the closest-sounding ones (particle files) begin with "Weapon_PsiCapitalBeam"

the bomber beams are also problematic to performance in large numbers...it seems that they are primarily different from the regular ones in that they have a brighter, shimmering apperance

Reply #140 Top

Someone else might help you better but I would try making a folder in the mods Particle folder and move all the Psi weapons in there and move them back 1 at a time running the dev.exe till you see the one you don't want. The Devs are great for that.

Reply #142 Top

if i delete some of the particle or texture files will i need to edit the .entity files so they no longer reference the deleted effects? i found something closer to what i was looking for in the textures

Reply #143 Top

If the textures or particles were modified originals the entity will look for them in the mod and if it does not find them there it will look in the base game files for them.

Only if they were added you will need to modify the entity. Run the DEV.exe, it should point you to the files that need modifying if there is any.

Reply #144 Top

i deleted the textures and played, the beams are back to normal, mission accomplished, thanks

Reply #145 Top

Actually, the main sources of lag for the Advent bombers are not the beams, but the hit effects. It has over 5x the number of particles running per sec as the vanilla effect. Looks cool, but not so comp-friendly.

I am a particle specialist. If you have more questions, I would be happy to answer them.

 

Also, if you want a less-laggy hit effect that still looks nice, try my mod: Totaleffects.

I used BKG's advent effects for my advent weapons, and I changed the effects a bit to make them less laggy.

Reply #146 Top

Is there a way to get this running on v1.191 Sins without just deleting the entire GameInfo folder? I don't have any of the expansions and have no intention to get them, but I miss this mod and I'd like to be able to use it again. Trying to use either of the files in the OP as-is simply gets me a CTD.

Reply #147 Top

i can't see the impact effects for the pulse and missile vasari starbase weapons

Reply #148 Top

That is a problem with your computer, not with the mod, as it does not change anything related to those effects. Try turning down the settings...

Reply #149 Top

hey can anyone help me? i just recetly purchased sins trinty and iam trying to put some mods on but i need to update it. the problem is i cant get impulse to work it said an error has ecoured and when i try to send the report it wont let me!!!!!!!!

 

PLZ SOME ONE HELP I ALREADY CONTACTED STARDOCK AND TOLD THEM BUT I COULD USE SOME OF YOU ADVICES TO PLZZZ HELP ME OUT HEREX(

Reply #150 Top

There is not much change in the updates if Trinity is new. 99% of the mods will work but when you do get updated the mods will need to be moved to the new version folder. You can tell if there is an error using a mod by using the Developer.exes