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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.

923,259 views 273 replies
Reply #201 Top

Quoting DrJanItor, reply 198
There is an issue with the new communal labor in conjunction with this mod (Reply #196). Once researched, the construction drones won't start construction of newly queued buildings.

same here.

Quoting Ryat, reply 199
Okay, will get to it when I can. RL (job) gets in the way.

thanks!

Reply #202 Top

The developers should really try to make their game more mod friendly. If I was a modder I wouldn't even try to accomplish something if I had to redo everything after a patch!

Reply #203 Top

Quoting AreusAstarte, reply 202
If I was a modder I wouldn't even try to accomplish something if I had to redo everything after a patch!

Then don't mod.

I enjoy the challenge.

Reply #205 Top

alright so... I just recently updated my sins game. and this mod will not sync up with diplomacy. It works fine with entrencment. Where can I go to download this file?

 

Reply #206 Top

the problem with diplomacy 1.21 compatability is probably in the entity.manifest.

if you want to try fixing the manifest for the mod, there is my manifest maker for mods which is in my modding utility pack.

harpo

Reply #207 Top

I have a question. I started a game without the mod and saved it (entrenchment). Is it possible to activate a mod (this one) and then reload the save or will this cause problems?

Reply #208 Top

The last time I tried to load a vanilla save with the graphic mod enabled, there were no problems whatsoever, but since that was a few patches ago (and in Sins without Entrenchement) I can't garantee you it's still the same.

The worst things that could happen are, that either it immediately crashes, or that you won't see some of the graphical improvements.

Reply #209 Top

Quoting Ryat, reply 199
Okay, will get to it when I can. RL (job) gets in the way.

 

 

No fix comming for soase trinity  "new communal labor" bug? 

thanks for all the work so far ofcourse!

 

 

does this also work for diplomacy 1.21?

Reply #210 Top

Attempting to use it with 1.21 gives me minidumps, i don't know whether this is due to the mod conflicting with changes made, the files in the mod being corrupt (downloaded several copies to check) or due to the mod version updater.
Any help would be appreciated, I do quite like the concept and effect of this mod ^^

Reply #211 Top

Quoting 0dd3sy, reply 210
i don't know whether this is due to the mod conflicting with changes made,

Its this issue. Remove the gameinfo file and you will stop getting the minidumps.

Reply #213 Top

Hey Ryat, did you ever get around to fixing the communal labor bug in conjunction with update in post #196?

Reply #214 Top

No, been busy.

Reply #215 Top

I NEED HELP, im trying to install this mod on diplomacy 1.31 but it doesnt seem to work,  keep getting the dump error.  Can someone please help,  this mod worked great for entrenchment.  

Reply #217 Top

you will have to edit the playerRACE.entitys, the entity.manifest AND gameplayconstants for ANY non-TC mod being updated to diplomacy 1.31 due to the redesigning of the pacts.

harpo

 

Reply #219 Top

with notepad++,

OR

wait

until

a

kind

modder

updates

the

mod

for

diplomacy 1.31

 

harpo

Reply #221 Top

Yep, I don't have much time and my main focus (Distant Stars) is taking up most of it. Sorry.

Reply #222 Top

is distant stars ok with the up to date ver? or is it still being fixed for it

Reply #223 Top

Its relatively fixed. Just don't research mission giving. For any race.

Reply #224 Top

i never give missions anyway lol

thanks :)

Reply #225 Top

Quoting harpo99999, reply 217
you will have to edit the playerRACE.entitys, the entity.manifest AND gameplayconstants for ANY non-TC mod being updated to diplomacy 1.31 due to the redesigning of the pacts.

How do you edit or should I say what do you edit in the notepad? :thumbsup: