Realistic Visual Effects

   (10 reviews)

3 Screenshots

About This File

Original Review on FIlefront:

 

Ever get annoyed by some of the visual effects in Knights of the Old Republic? I know I have. Also, for some reason I'm talking like Andy Rooney. :P Anyway, I guess there's some unwritten rule in LucasArt's development bible that says there have to be shiny special effects even if they don't make sense. Take the Force Protection green bubble from the Jedi Knight games, or the glowing purple hands of the flurry animation in KotOR. Just about every Star Wars game--the ones that have Force powers, at least--are riddled with these weird special effects that make no sense in real life. They don't even make sense in the Star Wars universe, and they're not even consistent from one game to the next! So, our glorious leader Shem decided to fix all that.

 

Shem has gone through the visualeffects.2da file and has eliminated just about every visual oddity. There are so many that I can't even list them all, and it's probably better that you test the mod out and see for yourself. But I'll go over the basics:

 

*No more crazy glowing hands with any of the melee special attacks (Critical Strike, Flurry, Power Attack).
*No more weird white circles surrounding your player when you use Force Cure/Heal.
*No more blurry vision with Force Speed.
*And lots more Force visuals have been removed.

 

So, if you're looking for a more realistic visual experience, one that is closer to the movies, than this is the mod for you. Also, for those of you making fan films with the games, this come in handy. Oh, and this version is for the first Knights of the Old Republic game; the KotOR II version will be up shortly. Enjoy! :)

 

Since this is a major .2da edit, Shem has used the TSL patcher to ensure that it will be compatible with other mods. You will, however, need WinRAR or 7Zip to extract the files.

 

NOTE: Please leave comments/feedback for the author, especially if you download and use this mod; usually it's the only reward modders receive for their efforts.

 

~JC




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Does anyone have a list of all the effects that are changed/removed?

I like the idea but I seem to remember this mod also removing effects that I enjoyed seeing but anywhere I see this mod it's just the same copy/pasted description from Filefront.

Or is there any mod that partly does what this does? (IE, removing the weapon effects during flurry/strong/criticals)?

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On 5/24/2020 at 12:34 PM, AxtasisN7 said:

Does anyone have a list of all the effects that are changed/removed?

I like the idea but I seem to remember this mod also removing effects that I enjoyed seeing but anywhere I see this mod it's just the same copy/pasted description from Filefront.

Or is there any mod that partly does what this does? (IE, removing the weapon effects during flurry/strong/criticals)?

From the TSL Settings ini

I've gathered that this changes the following

Heal, Force Jump (advanced), Choke, Cure, Force Push, Force Wave, Speed (3 levels), Force Wave, Power Attack (level 2 and 3), Critical Strike (level 2 and 3), Whirlwind Strike, and Flurry (level 2 and 3)

ChangeRow0=visualeffects_mod_vfx_imp_healing_small_0
ChangeRow1=visualeffects_mod_vfx_imp_force_jump_advanced_0
ChangeRow2=visualeffects_mod_vfx_imp_choke_0
ChangeRow3=visualeffects_mod_vfx_imp_cure_0
ChangeRow4=visualeffects_mod_vfx_imp_force_push_0
ChangeRow5=visualeffects_mod_vfx_imp_force_wave_0
ChangeRow6=visualeffects_mod_vfx_imp_heal_0
ChangeRow7=visualeffects_mod_vfx_imp_speed_knight_0
ChangeRow8=visualeffects_mod_vfx_imp_speed_mastery_0
ChangeRow9=visualeffects_mod_vfx_dur_speed_0
ChangeRow10=visualeffects_mod_vfx_fnf_force_wave_0
ChangeRow11=visualeffects_mod_vfx_com_power_attack_improved_staff_0
ChangeRow12=visualeffects_mod_vfx_com_critical_strike_improved_staff_0
ChangeRow13=visualeffects_mod_vfx_com_whirlwind_strike_staff_0
ChangeRow14=visualeffects_mod_vfx_com_critical_strike_mastery_staff_0
ChangeRow15=visualeffects_mod_vfx_com_power_attack_mastery_staff_0
ChangeRow16=visualeffects_mod_vfx_com_flurry_improved_staff_0
ChangeRow17=visualeffects_mod_vfx_com_critical_strike_improved_saber_0
ChangeRow18=visualeffects_mod_vfx_com_critical_strike_mastery_saber_0
ChangeRow19=visualeffects_mod_vfx_com_power_attack_improved_saber_0
ChangeRow20=visualeffects_mod_vfx_com_power_attack_mastery_saber_0
ChangeRow21=visualeffects_mod_vfx_com_flurry_improved_saber_0
ChangeRow22=visualeffects_mod_vfx_com_whirlwind_strike_saber_0

 

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BTW if anyone want to remove some effects but keep others, just go into the ini file of the mod and delete any lines that relate to effects you want to keep and then install it.

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