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Everything posted by KnifeMaster
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Please drop any Lightsaber hilt mods you have created here
KnifeMaster replied to Untold Prophecy's topic in Mod Requests
These Graflex hilts look so good o.o thanks for posting them. -
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.
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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
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Your second version looks really good to me. I agree that there was too much smoke in the first one.
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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.
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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
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Version 1.0
891 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. -
Was working on a little mod and came across "namefilter.2da"... lol
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If I remember correctly, the PC was standing slightly farther away from Zhar than usual - just outside Zhar's little room. I've tried to replicate the issue but haven't had any success 😕
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Just to clarify: I was able to save after the bugged dialogue and then reload. I didn't need to redo it.
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Huh o.O I'm using the latest public release. The only other mods I had were texture improvements.
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I think I've found a bug on Dantooine that is related to the Community Patch. I was stuck with a black screen after the training montage, which persisted through the dialogue and wasn't fixed until I saved/reloaded (thankfully I was able to access the menu after the dialogue had finished). Just curious if anyone else has run into this. I didn't want to create an issue on github if this was just some freak thing that no one else has experienced.
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Ooh, Telos looks very impressive. Well done. My only possible critique is that the brighter flashes (around 3 to 4 seconds, 18 to 20 seconds, 43 to 45 seconds, 1min to 1min 3 seconds) might be a little on the bright side, but maybe that's the look you're going for. Manaan looks great as well - I don't think I'd change much of anything. Slightly off-topic: I've always had animation issues with v1 underwater Manaan and thus have used the static variant. At times the animations would appear to play 'backwards' or in a really choppy fashion. Maybe I should use that software @Jorak Uln recommends to install his overhauls?
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That last screenshot is beautiful; it really has an OG 1977 Star Wars feel to it. I can't decide whether I like this one or v2 Dantooine more.
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It's so neat seeing brand new animations in the KotOR games. Thanks for all the work you've put into this 😄
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This is a must-have for anybody looking to bring KotOR into the modern age - excellent work as always 😏 I've noticed only two small problems: some Jedi robes still use their default icons and, if you use Sithspecter's HD Blasters, a couple of the guns also use their stock icons (because he changed the .UTIs). I was able to fix both these issues. Would you like to include these edits in a future release? If so, I'll send you my files.
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View File [K1] Improved dialog.tlk ** Improved K1 dialog.tlk compiled by KnifeMaster, with huge contributions from Gimmick5000, Salk, Kainzorus Prime and DarthParametric ** This mod attempts to fix all known typos, subtitle mismatches, bad punctuation and other grammatical sloppiness found in the first KotOR game. I'd like to give a huge thanks to Gimmick5000 for discovering the overwhelming majority of these issues while working on his "eXtensive Dialog Overhaul" mod, and Fair Strides for his TLK>TXT tool. Gimmick's "eXtensive" project aims to replace a lot of player responses, though, while this one keeps those as is... sort of. Kainzorus Prime was kind enough to let me use his "PC Response Moderation" as the basis for this mod, which is a massive improvement over Bioware's player responses. If you're interested in Gimmick's dialog overhaul, be sure to follow it here: https://deadlystream.com/topic/7022-extensive-dialog-overhaul-beta-for-kotor-103/ Quite a few corrections were also made by Salk, DarthParametric, ebmar and myself, but unfortunately I don't have a complete list of fixes. Most of the issues are listed in Gimmick's thread, and a few more can be found here: https://github.com/KOTORCommunityPatches/K1_Community_Patch/issues/148 I'm sure there are still errors out there, but hundreds upon hundreds, if not thousands have been fixed. To install, simply replace the stock dialog.tlk file in your "swkotor" folder with this one. I highly recommend using this mod on a clean install of the game. And, of course, INSTALL THIS BEFORE any other mods that alter KotOR's dialog.tlk. It should be compatible with K1R, but you must install K1R afterwards. So, in summary: lots of typos and subtitle mismatches fixed, no more double, triple or quadruple (yes really) exclamation or question marks, dashes ( - ) used less liberally and a few awful run-on sentences have been reworked. Enjoy, and feel free to report any issues on the download page. Submitter KnifeMaster Submitted 03/12/2020 Category Mods K1R Compatible Yes
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Version 1.0
3,489 downloads
** Improved K1 dialog.tlk compiled by KnifeMaster, with huge contributions from Gimmick5000, Salk, Kainzorus Prime and DarthParametric ** This mod attempts to fix all known typos, subtitle mismatches, bad punctuation and other grammatical sloppiness found in the first KotOR game. I'd like to give a huge thanks to Gimmick5000 for discovering the overwhelming majority of these issues while working on his "eXtensive Dialog Overhaul" mod, and Fair Strides for his TLK>TXT tool. Gimmick's "eXtensive" project aims to replace a lot of player responses, though, while this one keeps those as is... sort of. Kainzorus Prime was kind enough to let me use his "PC Response Moderation" as the basis for this mod, which is a massive improvement over Bioware's player responses. If you're interested in Gimmick's dialog overhaul, be sure to follow it here: https://deadlystream.com/topic/7022-extensive-dialog-overhaul-beta-for-kotor-103/ Quite a few corrections were also made by Salk, DarthParametric, ebmar and myself, but unfortunately I don't have a complete list of fixes. Most of the issues are listed in Gimmick's thread, and a few more can be found here: https://github.com/KOTORCommunityPatches/K1_Community_Patch/issues/148 I'm sure there are still errors out there, but hundreds upon hundreds, if not thousands have been fixed. To install, simply replace the stock dialog.tlk file in your "swkotor" folder with this one. I highly recommend using this mod on a clean install of the game. And, of course, INSTALL THIS BEFORE any other mods that alter KotOR's dialog.tlk. It should be compatible with K1R, but you must install K1R afterwards. So, in summary: lots of typos and subtitle mismatches fixed, no more double, triple or quadruple (yes really) exclamation or question marks, dashes ( - ) used less liberally and a few awful run-on sentences have been reworked. Enjoy, and feel free to report any issues on the download page. -
eXtensive Dialog Overhaul -beta- for KotOR 1.03
KnifeMaster replied to Gimmick5000's topic in Work In Progress
I had partial matches allowed. Huh... must have been one of the issues I fixed myself, then. -
eXtensive Dialog Overhaul -beta- for KotOR 1.03
KnifeMaster replied to Gimmick5000's topic in Work In Progress
@Gimmick5000Hmmm, I've incorporated most of your fixes and I have 0 instances of "targett" in my TLK. Maybe you already addressed it and just forgot? o.O -
View File HD (16:9) Loadscreens and UI Fixes These are a set of HD loadscreens for the first Knights of the Old Republic game, made from JackInTheBox's high quality UI assets. I've also fixed a few miscellaneous problems regarding symmetry and alignment with Jack's assets, but I haven't made any unnecessary stylistic changes. You must install the following mods BEFORE mine: A widescreen patch, preferably UniWS ndix UR's "KotOR High Resolution Menus" Jack's "HD MENUS AND UI Assets" Enjoy, and please do report any issues you find. Submitter KnifeMaster Submitted 01/28/2020 Category Mods K1R Compatible Yes
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Version 2.0
4,777 downloads
These are a set of HD loadscreens for the first Knights of the Old Republic game, made from JackInTheBox's high quality UI assets. I've also fixed a few miscellaneous problems regarding symmetry and alignment with Jack's assets, but I haven't made any unnecessary stylistic changes. You must install the following mods BEFORE mine: A widescreen patch, preferably UniWS ndix UR's "KotOR High Resolution Menus" Jack's "HD MENUS AND UI Assets" Enjoy, and please do report any issues you find. -
@Sith Holocron No pics at the moment, but the textures that benefit the most are armors, robes (clothes generally, I suppose) and alien textures. Human faces show little improvement, and module/area textures aren't always noticeably better.
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eXtensive Dialog Overhaul -beta- for KotOR 1.03
KnifeMaster replied to Gimmick5000's topic in Work In Progress
Here are a few I've found: At line 1757 Bastila says "Master", but the subtitle says "true Master". There's one instance of "inteference" during the final confrontation with Malak, and one of "permium" somewhere on Korriban.