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Showing content with the highest reputation on 12/04/2024 in all areas
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2 points
364 downloads
Default Hilt Replacement Mod 2024 ---------------------- Kaidon Jorn - November 2024 This mod will replace all of the default game's lightsaber hilt models and adds new 3D blade models and textures - courtesy of Crazy34 and his crazy awesome modder's resource. I have, of course, tweaked his blade textures again to my own preferences and increased the ambient lighting glows by 0.2 on all single and double bladed lightsabers (short stayed the same). In this version I've removed most of my old hilt models and replaced them with ones that may have never been released before, but if I didn't replace the entire model then I remapped and reskinned that previously existing model. All saber icons have been remade to be consistent with my SLM2024 icon backgrounds (I know I said I wouldn't, but to heck with that). Much thanks to Crazy34 for use of his new 3D blade models and textures and thank you to Deadly Stream for hosting all my mods. To install run the .exe and choose the location of the game (not the override itself). To uninstall take them all back out. -
1 point
Version 1.0.0
177 downloads
This mod will replace and update texture files. To Install 1. Download: Aqualish HD.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 -
0 pointsInteresting that I find myself mentioned directly! For future reference you can @Janetgeorge67 with the @ symbol followed by a name to tag people. While these little fixes can appear to be seemingly simple, they soon cascade into a larger set of problems or grow exponentially in the time required to apply the relevant fixes due to the number of models involved. Usually modders pick and choose what they want to work on/with and this results in other things getting left behind, not so much shrugged off but not being focused on. For example @Salk recently asked me about applying Shadows to the placeable models, which is definitely something that is considered to be simple. What is not simple however, is how many there are, a total of 222 placeables or 232 entries in the placeables.2da file, 10 of which are dud entries or placeables, there are probably a few more and some which don't need shadows at all. So while fixing the shadow for one model, might take three attempts and 15-20 minutes, at 15 minutes each that soon cascades into requiring 55.5 hours of work to apply that same fix to all of the placeable models, based entirely on the assumption that it is the first model I tried it with, this doesn't take into account the extra time it takes to find a good location to view the placeable from to ensure it's shadow looks good or that something hasn't been missed due to the way the model is set up. So for something as simple as ticking a shadow flag on 222 models, it can soon result in requiring between 3 & 4 days ( SOLID ) of work. While I have been trying to persuade everyone to work on one overhaul of the game so that these things are more easily accessible for people, modders are busy with their own lives and they often like to pick and choose what they work on anyway. Up until very recently it has been just me working on the Expanded Galaxy Project and while I would love to include everything, that isn't always possible as first I have to get permission to do so, then I have to properly include it, both tasks can take many hours or days, sometimes even longer with regards to getting permission. And even now, there is only one other person working alongside me that I have also had to tutor to bring up to speed with the project and various intricate details of the game and how it works. There is also the hotly debated topic or issue of what should or shouldn't be included with what mod or project, for example some people like to attain just fixes to the base game, nothing aesthetic in order to maintain the vanilla look and feel, while others like to go for the full overhaul route, there is also mods that seem out of place and are only going to be used by some people, stormtrooper armour for example. Even with my project, there are people that like things one way or want it to be another and I have to try to take that into account while also staying focused on what I think matters. Mod requests aren't always even looked at, it might not have been specifically ignored and even if it was, that would only be because people have their own projects to work on. You also have to remember, modders don't get paid, so while I am considering doing the shadow fixes for KotOR1, the thought of spending 60 or more hours doing so puts me off of the idea, coupled with the fact that I would then need to do exactly the same process to fix them for KotOR2 which I took a look at doing and it seems would require even more time to do so, because the lighting system in the games isn't perfect. For example see the following screenshots. Ignoring the big shadow in the middle which is cast by something else. The star map casts a shadow which can be clearly seen. However! Because of the way the game works, the moment it is off camera, the shadow disappears. Now, it might be possible to fix this by adding a dummy mesh that takes up a large amount of space to ensure it is always visible, but this could again require perhaps hours of tinkering and testing to get perfect, it then would add another 5-10 minutes to the time it would take to apply to each placeable model. Given a conservative estimate of 30 minutes a model, that adds up to 111 hours of work. So for what might seem like some, to be a seemingly simple issue or fix, the scale of applying them to a large number of models, soon becomes troublesome. As showcased with these screenshots, it took me three attempts to get the desk placeable looking right in KotOR1 This is because the model has various parts to it and those parts all interact with the lighting system, as can be seen here the panels prevented the shadow being cast. So I went back and enabled shadows for that part of the model. Only to go back in-game and notice that I had missed a part on the side. Which meant I had to do it again. ( this can be seen in the bottom left of the shadow and is caused by the light on the side ) I hope this illustrates my point and why perhaps not every mod request has been seen to. People also tend to take on mod requests which interest them personally and ignore those that don't which is perfectly understandable and entirely fair.