This is an addon for STA3 which brings the custom Shield Shader from V1.00 of "Sins: Remastered" to STA3.
----About-----
This is an addon for STA3 which brings the newer custom Shield Shader from V1.00 of "Sins: Remastered" to STA3, this is also the same shader used in the 2.01 version of the AOTF mod.
Please note that I did not create this shader and all credit goes to the Sins: Remastered team. This is not guaranteed to work with all versions or work flawlessly as STA3 was not created with this mod in mind.
----Installation-----
Place this mod into your Rebellion mod folder. You can find this location by going into the options from Rebellion's main menu, then going to the mod tab, then hit the "Show Mod Path Button".
In your mod load order, this addon must be above STA3 or any other mods you wish to use the effect on.
For example:
enabledModName "STA3_RemasteredShields"
enabledModName "STA3_FINAL_EDITION"
You do not technically need STA3 to use this mod as it just overrites the shield shader, in theory this should work with other mods too but I'm not promising anything.
----Recommendations-----
It's suggested to not zoom in on huge fleet engagements near the endgame as it can lag your game significantly with the more complex shader but it will depend on your hardware and how big the fleets are.
For some extra game performance, disable trade ship icons in your UI settings and set your Empire tree to stack units.
----Credits----
Shaders created by the Sins: Remastered team, ALL credit goes to them for the hard work.
Am finding that the Shield Effect is not in sync with the actual weapons. Shield effect seems to activate before the "beams", "torpedoes" & "pulses" actually hit.
I don't check here often so apologies for the late reply.
This is probably happening because of the way STA3 handles weapon effects. The shield is activating because when the weapons fire in the latest version of STA3 weapons, like beams, look as if they're travelling but they're technically still instant hitscan weapons so the shield effect still plays immediately.
This is a limitation with the game engine so there isn't anything that can be done to fix it. This may be different in Sins2 if a similar mod is created as they appear to have actual ballistics to a degree for some weapons.