[K1] No more unrealistic visual effects 1.0

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This mod was inspired by Shem's Realistic Visual Effects from way back when. For those of you who don't remember, Shem's mod removed speed blur, glowing hands during melee attacks, force wave and sparkly healing animations. I've decided to take things a step farther and remove everything that could be considered unrealistic, such as:

- the brief green glow that occurs after being poisoned

- anything visual associated with friendly powers (valor, force resistance, shield, etc.)

- glowing or smoking hands when using certain powers

- the shield-like stasis effect

- swirling white lines indicating confusion

- the black 'scorch' effect that appears on the ground after some explosions (which is realistic, admittedly, but looks like hell)

- the 'goo' effect that appears after smashing Kinrath eggs (which is also realistic, but, much like the 'scorch' effect, looks horrific in-game)

- animated scopes (power blast, sniper shot, etc.)

Why do something like this? Personally, I can't stand the glowing, sparkling and otherwise silly or ugly visual indicators in KotOR. This sort of thing might be useful for anyone looking to create machinimas... which probably aren't a thing anymore, but oh well. I've also included a couple optional extras: a blank texture that replaces the blue nebula thing - which can be seen during a variety of in-game cutscenes and typically looks pretty bad - and also a reworked camera. The edited camera definitely isn't for everyone, but to me it looks more modern without going totally overboard. I've adjusted it so that there are no differences between the default, combat and Ebon Hawk camera angles.

This probably isn't compatible with other mods that alter 'visualeffects.2da' or 'spells.2da'. I don't use K1R, so I'm not sure whether or not there are any conflicts. It will work with the Community Patch, however, but you must install my mod afterwards. And finally, a huge thanks to Fred Tetra for his KotOR Tool. Enjoy.

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I always thought this should've been optional in the vanilla game, so this is a great idea. The problem I have with mods like this one and Shem's is that I kinda want to choose what I want to remove myself. I know how to use KTool now, so if you could tell me the procedure I'd be really grateful. Should I just replace whatever effect I want to disable with the usual ****?

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Thanks 😉 I'm guessing you know how to look through the stock 2DA files in KotOR tool? If so,  then yes - just make that a stock effect's row is copied entirely to my 2DA. For some effects, I might have replaced more than one thing with '****'.

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