olegkuz1997

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Everything posted by olegkuz1997

  1. Hello and thank you. The texture of the grenade explosion -- fx_chunks.
  2. olegkuz1997

    Revamped FX

    Since both games use the same game engine and FX-textures, this mod will work fine on Kotor 2 as well.
  3. View File Revamped FX 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. Submitter olegkuz1997 Submitted 11/09/2024 Category Mods K1R Compatible Yes  
  4. olegkuz1997

    Revamped FX

    Version 1.0.1

    87 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.
    Looks like original Bioware content and gets rid of claustraphobia. Thank you very much!
  5. I think the user was asking if it was compatible with K1CP after installation.
  6. I'm not sure if I should write here, but since threads on GitHub are based mostly on bug reports, and that's not the point of my post, I'll write. It's a beautiful complex mod, which was worked on by many talented modders, and I think that it should be translated into Russian, there are also a lot of people here that love this game. So, so to speak, I am also taking up the baton. In this regard, I want to clarify something for myself. Is the translated one supposed to be only append.tlk? It seems pretty small (only 40 lines). Probably need to dig into the mod files. The first 11 lines look like just the cut off the tails of the original game. These are the closing lines of quests that would hang in the log until the penultimate island planet under certain situations. Since I translated K1R back in the day, this isn't a problem (I think even the lines are the same). Next comes some edits to a side quest with the son of one of the nobles on Dantooine, a stumping of tails with the Dustil quest, line 31 fixes the gender Revan, I assume? Which is not good, because we use 2 dIalog.tlk the second one is the letter "F" on the end. So we have two text files for both genders. I assume the line from the mod will overwrite them? Well never mind, we can write something in between. I've been translating in TalkEd, will there be no problem with it? I mean errors with Cyrillic and not reading the format. Anyway, here is the append.tlk file translated into Russian. I'm willing to translate anything else that is needed if you point it out to me. append.tlk
  7. Thank you for the feedback! Yes, there is another type of hologram texture in the game, rakata, and I also made it for myself, but the thing is, I took the mod DarthParametric as a basis. He has the best models and rakata move mouth, as well as redesigning camera angles and other "quality of life". Obviously he has more knowledge. He uses a different kind of textures (not blending based) so his holograms don't glow. Of course, you could say that rakata has a different, more "outdated technology" or something. Anyway, I'll see what I can do.
  8. View File HD Holo HD Holo ================================= MOD AUTHOR: Olegkuz1997 FOR WHICH GAMES: For Star Wars Knights of the Old Republic Description: ---------------- What does this mod do? Nothing much. This mod is a remake of the final scene with Admiral Dodonna's transmission, and more specifically, a remake of the hologram textures of the two characters. This mod is pretty rudimentary, I enlarged the original textures with AI and then manually edited them in photoshop. Tried to give the effect of "interference" and glow. Did it for myself, but if anyone wants it, take it. Yes, I'm aware of the awesome DarthParametric mod, but there were two things I didn't like about it: too strong blue color that kills the rest, and the lack of glow from the hologram. In his mod, the work is much more comprehensive, with redesigned UVs and models, which I have no idea about. Naturally, you have to choose between my mod and DarthParametric's mod, as they are done with different approach. There might be some questions about the hue, as it's not really "blue". It's actually something between the movies and the in-game version (turquoise). In the end, this is a texture mod, so anyone can open the file in paint or photoshop and adjust the color to their liking. Installation: ---------------- Drop tga and txi files in your game’s Override folder. To uninstall: ---------------- Take them out again. Known bugs: ----------------- Holo-Vandar turned out great, but Dodonna was a bit of a letdown. The whole thing is, I think, that she has an incorrect, and frankly crappy "mirror" model, so the textures of "interference" are not quite correctly displayed. Oh yeah, and she's also a bit translucent (eyeballs and mouth). I had to make the head textures brighter to try and hide these details. But overall, it's not too bad. I recorded a little video where you can see for yourself. But in general, this is a normal texture mod, so there should be no problems. Video: Legal Disclaimer: ------------------- All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc., I own none of the materials, and I'm not making any money out of this mod. It is to be distributed as-is without alteration, unless by permission of the mod author. This mod is not to be distributed for profit, either. Use it however you like, but if you're going to post it up somewhere, or make a derivative mod, or use it in another mod, please put a line in the readme, mentioning me. Submitter olegkuz1997 Submitted 11/18/2023 Category Mods K1R Compatible Yes  
  9. olegkuz1997

    HD Holo

    Version 1.0.0

    359 downloads

    HD Holo ================================= MOD AUTHOR: Olegkuz1997 FOR WHICH GAMES: For Star Wars Knights of the Old Republic Description: ---------------- What does this mod do? Nothing much. This mod is a remake of the final scene with Admiral Dodonna's transmission, and more specifically, a remake of the hologram textures of the two characters. This mod is pretty rudimentary, I enlarged the original textures with AI and then manually edited them in photoshop. Tried to give the effect of "interference" and glow. Did it for myself, but if anyone wants it, take it. Yes, I'm aware of the awesome DarthParametric mod, but there were two things I didn't like about it: too strong blue color that kills the rest, and the lack of glow from the hologram. In his mod, the work is much more comprehensive, with redesigned UVs and models, which I have no idea about. Naturally, you have to choose between my mod and DarthParametric's mod, as they are done with different approach. There might be some questions about the hue, as it's not really "blue". It's actually something between the movies and the in-game version (turquoise). In the end, this is a texture mod, so anyone can open the file in paint or photoshop and adjust the color to their liking. Installation: ---------------- Drop tga and txi files in your game’s Override folder. To uninstall: ---------------- Take them out again. Known bugs: ----------------- Holo-Vandar turned out great, but Dodonna was a bit of a letdown. The whole thing is, I think, that she has an incorrect, and frankly crappy "mirror" model, so the textures of "interference" are not quite correctly displayed. Oh yeah, and she's also a bit translucent (eyeballs and mouth). I had to make the head textures brighter to try and hide these details. But overall, it's not too bad. I recorded a little video where you can see for yourself. But in general, this is a normal texture mod, so there should be no problems. Video: Legal Disclaimer: ------------------- All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc., I own none of the materials, and I'm not making any money out of this mod. It is to be distributed as-is without alteration, unless by permission of the mod author. This mod is not to be distributed for profit, either. Use it however you like, but if you're going to post it up somewhere, or make a derivative mod, or use it in another mod, please put a line in the readme, mentioning me.
  10. Of course, my sweetest friend. Who said anything about problems?🤔
  11. Okay, I didn't know that. So, enemies have learned how to remove buffs and put them on (specifically everything they have, and even more specifically, the final boss). However, given Malak's already extremely serious stats, I have to assume those abilities were cut for a reason. That is, they did the right thing. With this mod, the final battle turns into a game of "who can remove and apply buffs first". But you don't seriously think that the ability to do such a monstrous amount of damage is determined by your skill in the game, do you? I can see the point though.
  12. Thank you very much for such valuable advice, but there is a great resource on the net, where there is a thorough description of every enemy in the game. And according to it, he didn't have those abilities at all. Or am I confused?
  13. That's great. Looking forward to the update, thanks anyway.
  14. The mod is great, thank you for your work. Though you're probably not happy you uploaded it yourself already, given the flood of comments on this page. I realize you're not doing it anymore and are unlikely to, but I'm a little surprised that no one has paid attention or asked you for the next one: On the screenshot you can see that the light and dark robes have a strange visual artifact/defect: some black spots on the bottom of the skirt (light refraction). If you go out into the light, the light robe looks like it's smeared with something (oil). And if you go into a dimly lit room, the problem is gone. It has been repeatedly tested including on vanilla, reinstalling new textures/options offered by your mod did not solve the problem. Problems in the supermodel, apparently? Is it even possible to fix it somehow, or is there an option to just use it as is or delete it?
  15. I apologize in advance for the ton of text. I have studied the mechanics of KotOR thoroughly, as I have been involved in translating this game into another language. As a consequence, I had to spend hundreds of hours reading strategy wiki, saves, buffs, enemy skills, and so on. So now I can tell with closed eyes which enemy has how much hp, and what he is immune to. Naturally, since I am also a fan of the game with 15 years of experience, it became too easy for me. I came across this mod and thought - this is it, what I wanted! Not a mindless increase in damage, but a competent approach to the matter, enemies smarter and more useful. But I was disappointed. Having tested the final level of the viewing platform, I entered the battle with Malak. The first surprise was that he suddenly became immune to Plague, which gives only two implant and headgear, which - and I know this for a fact - Malak does not have. But the bigger surprise for me was that he cast Master Speed and Imp Energy Resistance on himself. Which, according to the game stats, he shouldn't have. Naturally, I got knocked out in one hit. Specially put the mod on vanilla, after which I can draw conclusions: this mod does NOT make enemies smarter, allowing them to use their skills more competently; it rewards them with absurd abilities, which they should not have in principle. The description does not correspond to the true work of the mod.
  16. Ah, that's how it is. However, I got it a long time ago on an obviously dead forum from some user.
  17. Since I discovered Kotor about 15 years ago, I have been using this program: I don't remember where and when I downloaded it, but it has never let me down. I changed the language and created a localization in Russian from scratch for my needs, just converted the tlk file to text, there and back again. It handles the encodings perfectly and the games reads the language like a miracle. I didn't even know there were other programs like you mentioned above. It's probably almost the same thing though. Just take it out somewhere and try it. Converter tlk.rar
  18. I guess it's all about the encoding of the text, not the incorrect save. Since I'm mostly more of a native Russian speaker, I use the Cyrillic windows 1251 encoding. I use notepad++, and the symbol fragments you forwarded correspond to the Western European iso8859-1 encoding. So I think that's the main issue.
  19. Just got home and felt like an idiot, so reinstalled the mod, and following your guide, got to the place where you have to localize the string, but only after some time I realized that you have already introduced these changes personally. By updating the mod file. Which I hadn't noticed. I am very grateful for your participation, attention, and such detailed instructions. Of course, I will send you the Russian-edited file of those 4 lines about the state of the Jedi prisoners. Thank you again. append.tlk However, for some reason, some of the messages are now not displayed. Even after I translated the extra lines entered into dialog.tlk. Actually, it was much better for me if these extra edits weren't entered into the game's text file, because in Russian the pronouns (his, him) for the Jedi work well, since the word "jedi" (джедай) in Russian is masculine. However, it doesn't matter, it's just a little thing. You have created a great and very useful mod that plays to the atmosphere.
  20. Hello! As always, a great mod, bringing a touch of realism and meaning to the great game. However, I have a question. The thing is that I play the game, localized in Russian. And some of the messages and names from this mod in English, made by you, a little "do not fit" into the overall canvas. For example, "Captive Jedi". I'm used to bring everything to a common denominator, so could you tell me how to localize these individual lines of code? I would be very grateful. If anything, I'm an average user of Kotor Tool, GFFEditor, etc., so I think I can manage with your help. I know it's a small thing, but still.
  21. View File No New Level Sound No New Level Sound ================================= MOD AUTHOR: Olegkuz1997 FOR WHICH GAMES: For Star Wars Knights of the Old Republic Description: ---------------- This simple and primitive mod I made because I could not find it anywhere else. Its essence is simple: it removes from the game that nasty and annoying "bell" sound of a new level, which will follow you everywhere until you actually raise your level (when you enter a location, load the game, etc.). Comes in handy for those who intend to save levels on Taris. After all, we have eyes, and we can't help but notice the huge arrow on our character icon. Give your ears a break at last. Useful, eh? Installation: ---------------- Drop wave file in your game’s Override folder To Uninstall: ---------------- Take them out again. Known Bugs: ----------------- They do not and cannot exist. Legal Disclaimer: ------------------- All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc., I own none of the materials, and I'm not making any money out of this mod. It is to be distributed as-is without alteration, unless by permission of the mod author. This mod is not to be distributed for profit, either. Use it however you like, but if you're going to post it up somewhere, or make a derivative mod, or use it in another mod, please put a line in the readme, mentioning me. Submitter olegkuz1997 Submitted 11/01/2021 Category Mods K1R Compatible Yes  
  22. Version 1.0.0

    245 downloads

    No New Level Sound ================================= MOD AUTHOR: Olegkuz1997 FOR WHICH GAMES: For Star Wars Knights of the Old Republic Description: ---------------- This simple and primitive mod I made because I could not find it anywhere else. Its essence is simple: it removes from the game that nasty and annoying "bell" sound of a new level, which will follow you everywhere until you actually raise your level (when you enter a location, load the game, etc.). Comes in handy for those who intend to save levels on Taris. After all, we have eyes, and we can't help but notice the huge arrow on our character icon. Give your ears a break at last. Useful, eh? Installation: ---------------- Drop wave file in your game’s Override folder To Uninstall: ---------------- Take them out again. Known Bugs: ----------------- They do not and cannot exist. Legal Disclaimer: ------------------- All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc., I own none of the materials, and I'm not making any money out of this mod. It is to be distributed as-is without alteration, unless by permission of the mod author. This mod is not to be distributed for profit, either. Use it however you like, but if you're going to post it up somewhere, or make a derivative mod, or use it in another mod, please put a line in the readme, mentioning me.