KnifeMaster

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KnifeMaster last won the day on June 9

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About KnifeMaster

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  1. Coruscant looks even better than I expected o.O The clouds are beautiful and the traffic looks pretty convincing. Maybe I'm going overboard with the lore, but I would consider leaving Taris as is, since it's described as "rapidly decaying" and "now obsolete" with respect to trade.
  2. Found a few more issues that aren't mentioned in your latest release: 11699: ". Chuundar!" should be ", Chuundar!" 12759: "here" should be "Here" 17657: "... The Sith Empire" should be "... the Sith Empire". 31030: "Come speak to me and when..." should be "Come speak to me when..." 38638: "anymore" should be "any more" (2x) 38640: "anymore" should be "any more" 43648: "... as well the ship itself" should be "... as well as the ship itself" 44695: jeporadize 45152: soceity 45266: "inter-galactic" should be "intergalactic" EDIT: I forgot a few... 1716: "Now you're teasing me." should be "You're teasing me." 2417: "... with the Republic with the Sith, ..." should be "... with the Republic, with the Sith, ..." 3641: "It wasn't what a would call..." should be "It wasn't what I would call..." 4192: "i" should obviously be capitalized (that entire line is an abortion of grammar, really)
  3. after looking at your heads for a bit, I think they might be slightly too small. it's most apparent when comparing the size of Bastila's upper arm and head (or maybe the old hair is just throwing me off). as far as facial features are concerned, it probably wouldn't hurt to make her look a little... well, bitchier. it's not Bastila without a serious case of RBF.
  4. Taris never looked so good o.o and I like the door lol. I suppose you could make the brown part slightly darker to make it look less "clean". or would that clash with other parts of upper Taris?
  5. I have no criticism, except maybe the back door to the academy that @Natural Law mentioned. everything looks great, especially Lehon (and Dantooine... and all the rest). you've made K1 look so much better, while retaining much of the classic look and feel. I cant wait to see your work on Taris 😄
  6. ooh, neat 😄 great work so far. this would be a huge improvement. I've always thought that the KotOR games were more in need of high-poly models than high-res textures, although both would be ideal. I wish you luck in your endeavor! edit: the TOR style Juhani looks very good, but the marks below her eyes are almost too cat-like lol. maybe that's just me, though.
  7. These Graflex hilts look so good o.o thanks for posting them.
  8. I'm currently using the stock skyboxes and none of them look too stylistically different to me. Korriban might have been the only real exception, at least for K1. I've noticed that the stock Unknown World sky is a bit darker, but yours looks so much better.
  9. Hi - I see that you've incorporated @ebmar's Unknown World lamp fixes, and was wondering if you also plan to include his 'pillar facing' adjustments. Imo they're a must-have, but maybe they're beyond the scope of the patch in the eyes of the K1CP contributors :s
  10. Your second version looks really good to me. I agree that there was too much smoke in the first one.
  11. huh, I never noticed how reddish the old version was. The final version look better to me too - closer to stock is always good, imo.
  12. Thanks 😉 I'm guessing you know how to look through the stock 2DA files in KotOR tool? If so, then yes - just make that a stock effect's row is copied entirely to my 2DA. For some effects, I might have replaced more than one thing with '****'.
  13. View File [K1] No more unrealistic visual effects This mod was inspired by Shem's Realistic Visual Effects from way back when. For those of you who don't remember, Shem's mod removed speed blur, glowing hands during melee attacks, force wave and sparkly healing animations. I've decided to take things a step farther and remove everything that could be considered unrealistic, such as: - the brief green glow that occurs after being poisoned - anything visual associated with friendly powers (valor, force resistance, shield, etc.) - glowing or smoking hands when using certain powers - the shield-like stasis effect - swirling white lines indicating confusion - the black 'scorch' effect that appears on the ground after some explosions (which is realistic, admittedly, but looks like hell) - the 'goo' effect that appears after smashing Kinrath eggs (which is also realistic, but, much like the 'scorch' effect, looks horrific in-game) - animated scopes (power blast, sniper shot, etc.) Why do something like this? Personally, I can't stand the glowing, sparkling and otherwise silly or ugly visual indicators in KotOR. This sort of thing might be useful for anyone looking to create machinimas... which probably aren't a thing anymore, but oh well. I've also included a couple optional extras: a blank texture that replaces the blue nebula thing - which can be seen during a variety of in-game cutscenes and typically looks pretty bad - and also a reworked camera. The edited camera definitely isn't for everyone, but to me it looks more modern without going totally overboard. I've adjusted it so that there are no differences between the default, combat and Ebon Hawk camera angles. This probably isn't compatible with other mods that alter 'visualeffects.2da' or 'spells.2da'. I don't use K1R, so I'm not sure whether or not there are any conflicts. It will work with the Community Patch, however, but you must install my mod afterwards. And finally, a huge thanks to Fred Tetra for his KotOR Tool. Enjoy. Submitter KnifeMaster Submitted 06/09/2020 Category Mods K1R Compatible No  
  14. Version 1.0

    140 downloads

    This mod was inspired by Shem's Realistic Visual Effects from way back when. For those of you who don't remember, Shem's mod removed speed blur, glowing hands during melee attacks, force wave and sparkly healing animations. I've decided to take things a step farther and remove everything that could be considered unrealistic, such as: - the brief green glow that occurs after being poisoned - anything visual associated with friendly powers (valor, force resistance, shield, etc.) - glowing or smoking hands when using certain powers - the shield-like stasis effect - swirling white lines indicating confusion - the black 'scorch' effect that appears on the ground after some explosions (which is realistic, admittedly, but looks like hell) - the 'goo' effect that appears after smashing Kinrath eggs (which is also realistic, but, much like the 'scorch' effect, looks horrific in-game) - animated scopes (power blast, sniper shot, etc.) Why do something like this? Personally, I can't stand the glowing, sparkling and otherwise silly or ugly visual indicators in KotOR. This sort of thing might be useful for anyone looking to create machinimas... which probably aren't a thing anymore, but oh well. I've also included a couple optional extras: a blank texture that replaces the blue nebula thing - which can be seen during a variety of in-game cutscenes and typically looks pretty bad - and also a reworked camera. The edited camera definitely isn't for everyone, but to me it looks more modern without going totally overboard. I've adjusted it so that there are no differences between the default, combat and Ebon Hawk camera angles. This probably isn't compatible with other mods that alter 'visualeffects.2da' or 'spells.2da'. I don't use K1R, so I'm not sure whether or not there are any conflicts. It will work with the Community Patch, however, but you must install my mod afterwards. And finally, a huge thanks to Fred Tetra for his KotOR Tool. Enjoy.
  15. Was working on a little mod and came across "namefilter.2da"... lol

    1. La Ingobernable

      La Ingobernable

      Ha! Row #2 is certainly expressive. Wonder why that's in there.

    2. DarthParametric

      DarthParametric

      It's a leftover from the multiplayer aspects of Neverwinter Nights.

    3. La Ingobernable

      La Ingobernable

      What the hell kind of game where they playing back then with rows like that?