Explosion texture 1.0.0

   (1 review)

3 Screenshots

About This File

To Install

1. Download: chunks.rar

2. Copy all files to the Knights of the Old republic's Override folder.

(Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override)

3. When/if prompted to overwrite files, press okay.

4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love.

  • Like 5



User Feedback

Recommended Comments

Great job on this, Dark Hope!

This version covers only the explosion of frag grenades, right?

  • Like 1

Share this comment


Link to comment
Share on other sites
1 hour ago, Salk said:

Great job on this, Dark Hope!

This version covers only the explosion of frag grenades, right?

Good afternoon. There is a texture of the explosion of the Sith ships from the mini-game. They are hard to catch on the screen.

  • Like 2

Share this comment


Link to comment
Share on other sites
1 hour ago, Salk said:

This version covers only the explosion of frag grenades, right?

It also covers the random explosions on the Endar Spire...

  • Like 1

Share this comment


Link to comment
Share on other sites
8 hours ago, ConansHair said:

It also covers the random explosions on the Endar Spire...

So the explosions in the Endar Spire are just frag granade explosions, after all?

  • Like 1

Share this comment


Link to comment
Share on other sites
5 hours ago, Salk said:

So the explosions in the Endar Spire are just frag granade explosions, after all?

No, it's explosions from the Sith Fighter attack...It just uses the frag grenade VFX, SFX, and Texture...

Edited by ConansHair

Share this comment


Link to comment
Share on other sites

Per the Endar Spire include:

void PlayExplosion(string sWP = "end_explode01", int bWithShake = TRUE, int bWithRumble = TRUE)
{
    location lExplode = GetLocation(GetNearestObjectByTag(sWP));
    effect eExplode = EffectVisualEffect(VFX_FNF_GRENADE_FRAGMENTATION);
    effect eShake = EffectVisualEffect(VFX_IMP_SCREEN_SHAKE);
    ApplyEffectAtLocation(DURATION_TYPE_INSTANT,eExplode,lExplode);
    if(bWithShake)
    {
        ApplyEffectToObject(DURATION_TYPE_INSTANT,eShake,GetFirstPC());
    }
    if(bWithRumble)
    {
        PlayRumblePattern(14);
    }
}

VFX_FNF_GRENADE_FRAGMENTATION being the item of interest.

  • Like 1

Share this comment


Link to comment
Share on other sites

Interestingly I am not seeing anything like the second picture. The "chunks" sparks FX are working, but the base explosion is not a reddish colour like in the pic. It seems to be more or less the same overpowering white as the vanilla explosion.

Edit: Seems like the frag grenade FX model - v_grnfrag_fnf - doesn't actually use the fx_Explode_01 texture. The droid explosion FX models do though, so maybe it was one of those?

Share this comment


Link to comment
Share on other sites
On 11/7/2022 at 11:08 AM, DarthParametric said:

Interestingly I am not seeing anything like the second picture. The "chunks" sparks FX are working, but the base explosion is not a reddish colour like in the pic. It seems to be more or less the same overpowering white as the vanilla explosion.

Edit: Seems like the frag grenade FX model - v_grnfrag_fnf - doesn't actually use the fx_Explode_01 texture. The droid explosion FX models do though, so maybe it was one of those?

Same here, I seem to have neither the orange colour or the floor carbon scoring though. Even with both files in my Override. Perhaps because my laptop's Intel card can't run frame buffer effects?

Share this comment


Link to comment
Share on other sites

I tried this mod but the explosion never rendered, in fact I don't get the sound for explosions or the clash of swords at all which is a problem I've never had.

Share this comment


Link to comment
Share on other sites
24 minutes ago, mackmitchell94 said:

I tried this mod but the explosion never rendered, in fact I don't get the sound for explosions or the clash of swords at all which is a problem I've never had.

This is just a simple retexture mod, if you're not getting any sound at all, you've installed something else that wrecked your soundeffects.2DA file.

  • Like 1

Share this comment


Link to comment
Share on other sites
7 hours ago, ConansHair said:

This is just a simple retexture mod, if you're not getting any sound at all, you've installed something else that wrecked your soundeffects.2DA file.

Aw shucks!! It could only be a sound mod right ? Also, there's no spark effects when swords clash or explosions . Any ideas brother ?

Share this comment


Link to comment
Share on other sites
42 minutes ago, mackmitchell94 said:

Aw shucks!! It could only be a sound mod right ? Also, there's no spark effects when swords clash or explosions . Any ideas brother ?

Sounds like whatever you installed wrecked your visualeffects.2da file as well.

Share this comment


Link to comment
Share on other sites
1 hour ago, ConansHair said:

Sounds like whatever you installed wrecked your visualeffects.2da file as well.

The only mods I have that use that file are the k2 force powers for k1, k1cp, and Bastila has battle meditation . I guess it could be something in the community patch mixed with something it’s incompatible with . I don’t have a soundeffects.2da but I do have a soundset.2da

Share this comment


Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Add a comment...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.