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Showing content with the highest reputation on 11/10/2024 in all areas

  1. 2 points

    Version 1.0.1

    90 downloads

    Revamped FX MOD AUTHOR: Olegkuz1997 FOR WHICH GAMES: For Star Wars Knights of the Old Republic 1-2 Description: It's a fairly simple pak retexture of some of the game's (most notable) visuals. Some of them just don't look good, and some of them look downright awkward, which of course is forgiven for the game's seniority. I did it for myself, but who if anyone needs it, take it. My personal goal was to update the quality of the effects without slipping into tastelessness and to keep them generally true to Bioware beautiful art design. The insides of the mod: 1. Sparks displayed during every combat action in the game look a more colorful (honeyed) and leave a small tracer as opposed to the pale yellow vanilla ones. 2. Lightning, Force Drain, etc. look a bit brighter, but generally with the same shape of the curves and colors (blue for Shock, purplish blue for Storm). Death Field color have been slighly corrected, and the shades are generally more compatible with each other. Also increased resolution of discharges on bodies. 3. Grenade blast marks look similar to the original ones, but with improved resolution and transparency. 4. Smoke became blacker and thicker. 5. Explosions became more decent, but this is just AI upscaling, not new textures. Maybe it's because I almost never use plasma grenades. Also replaced the texture of the droid fire gimmicks. Not perfect, heh, but at least it's not out of place. 6. The texture of the burning bodies became more sympotic thanks to transparency and less like a ridiculous orange shield. 7. The effects of the “fire sword” (Master Power Attack etc) are less intrusive, but the original idea and visual distinction are preserved. 8. Also various little things like blaster bolts, campfire, ice, carbonite etc. Note: ---------------- In the “Optional” folder there are alternative texture options, namely: Spell outline without small lightning bolts in a circle, visually cleaner (fx_conjure). Less intense fire blast texture. Matter of taste. I've been told it's less irritating to the eyes. Textures of the starry sky and nebulas. Not exactly FX but because why not. That gets rid of the “checkerboard” arrangement of stars and has a deeper black tone. Opengl32.dll - shader that increases the effect of bloom. Throw it into swkotor folder. All the above screenshots were made using it. Installation: ---------------- Drop tga and tpc files in your game’s Override folder. To uninstall: ---------------- Take them out again.
  2. 1 point

    36 downloads

    ============================================ Collectables: Holocrons ============================================ Install 14 ‘Collectable’ Holocrons across the game, each holocron will give you different temporary boosts to stats, different items and a little bit of XP which differs. This is a mini 'easter egg hunt' which you can partake in through your play throughs. Just a bit of fun. Here is a short video, showcasing what the mod provides: EDIT: After reviewing, I've changed the dialog to differ slightly from the video as 'You reach out and feel a pulling power' sounds stupid. Key points: Each Holocron discovered gives a different reward. Each Holocron discovered gives an interesting fact / short story about the area it was discovered in. There are 14 to collect throughout the game (This is set to increase to include planets such as: M4-78, Coruscant & Cathalan). One of every planet & almost every level. Short animations / some cutscenes included for immersion. 3-4 locations that are not usually accessible now opened up. Compatible with TSLRCM, M4-78EP, Expanded Galaxy Project, Coruscant, Cathalan (Expansions incoming). Compatibility wise, I packaged up with holopatcher, there should be no compatibility issues unless you've put placeables on the exact spots the Holocrons are OR have changed inaccessible door files. The idea behind this was to use some of the unused / inaccessible rooms across the game, though I ended up placing a few of the Holocrons in some very accessible places. This may not be to everybody's taste as you wouldn't expect to find a Holocron in some of the locations; however, I may change the model / naming / rewards to something more relevant in a future update. Legal Disclaimer ================= All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc. & I own none of the materials and are not making money for this. Please don't upload this on other sites, I will handle that. You may request use in other mods, pending approval; any mods using the assets should credit all the below parties. Credits: Tools used:
  3. 1 point

    Version 1.0.0

    24 downloads

    Adds the ability to enter your whole party into stealth without activating solo mode. SUMMARY Why do Sith assassins get to sneak around in groups? Don't they have to turn on solo mode? Now your party can move through the shadows together too. This mod introduces party stealth mode, allowing all eligible party members to simultaneously enter stealth without turning on solo mode. Party stealth mode is activated through an armband which turns on stealth for all party members that are equipped with a stealth unit or otherwise able to use stealth (Force Camouflage, G0-T0). Solo mode will be turned off and your party members will follow you like they normally do. Activating the armband while this mode is on will remove everyone from stealth. See additional notes below. Only the main character can activate this ability and must be able to use stealth. You will get the armband as soon as Kreia joins your party on Peragus. Because of this you'll need a save from before she joins your party for the mod to work properly. However if you're mid-game and want to install this, you can get the armband with the giveitem code "partystealth". INSTALLATION To install, run TSLPatcher.exe. Unaltered copies of any modified files will be placed inside the "backup" folder in the location of TSLPatcher.exe. UNINSTALLATION 1. Remove the following files from override: - spells.2da - baseitem.2da - partystealth.uti - m_imp_prtysneak.ncs - a_addkreia.ncs - ii_ootgmbnds_001.tga 2. If any files were created in the backup folder, move them to override. COMPATIBILITY Should be compatible with most mods assuming they use TSLPatcher or this mod is installed after. OTHER NOTES Party stealth mode is defined by the following conditions: 1. All eligible party members are in stealth mode. 2. Solo mode is turned off. If any of the above conditions are not fulfilled, activating the armband will apply them. If all of the conditions are fulfilled, activating the armband will remove stealth from all party members. You won't be able to toggle stealth for individual party members without turning on solo mode. If you press the normal stealth toggle it will turn on solo mode regardless of whether a character is in stealth or not. Also occasionally characters may exit stealth on their own to perform an action for whatever reason. If any of these things happen, just activate the armband again to reinitialize party stealth. Computer-controlled characters with the Sneak Attack feat will usually perform sneak attacks if you enter combat from this mode. However sometimes they might do another action which breaks stealth first. When changing modules like entering the Ebon Hawk with party stealth on, characters may remain in stealth mode until they perform an action which breaks stealth, such as entering a conversation. I don't expect this to cause major issues but it's probably best to remove party stealth before leaving an area. Bear in mind the developers had reasons for enforcing solo mode, whether for balance or technical issues. I haven't encountered any serious issues but haven't tested every situation. Please let me know of any bugs or weirdness and I'll try to fix it. PERMISSIONS Feel free to use the source code for your own mod as long as you give credit. CREDITS offthegridmorty KOTOR Tool - Fred Tetra TSLPatcher, TalkEd - stoffe, Fair Strides
  4. 1 point
    While porting over the missing rooms from the Sith Academy on Korriban and adding the missing room to the Hotel on Manaan, I got carried away looking around Manaan's levels and was overwhelmed by the amount of holes in the level geometry, so I decided to take a crack at fixing some of it up. I'm amazed how many clearly visible holes there are, these level repairs will be included with my port but I will also release them for the original game. If anyone knows of any problems like this, feel free to let me know and I will look into fixing them, it would be nice to see every level in the game get this treatment even if it takes a little while. Manaan - m26ae & m26ac I decided to delete some of the excess walkmesh pieces as it felt like they were unnecessary, however the moment I was done with that, I realised that it's probably used by EAX audio to reverberate sounds off of the walkmesh, I will find out if that is definitely the case and if it is, I can just swap them back out for the originals fairly quickly. Nearly every vertice I have checked so far has been out of line with the one next to it! There's a lot of tinkering and thinking left to do and as this isn't really my area of expertise I don't know how far I will get, but I would like to look over every level and fix every hole if I can find the time and patience to deal with all of the problems. Merging Levels Not sure how feasible this is, but in theory both these parts of Manaan could be made into a single level, as they both match up alongside one another when imported, however the other parts of Manaan do not. Thor110