Sithspecter

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Everything posted by Sithspecter

  1. If they were smart, they wouldn't have pursued a massive social and fan following until they had completed this and released it to the public. Once it's out there, it's out there, and there's nothing that LucasFilm or Disney can do about that. But they did their best to shine a light on the very thing they didn't want exposed. I initially was not excited about the direction this was taking, but over time I begrudgingly began to respect their efforts. There were parts of the game that were looking quite good, especially the swoop racing. However, the better it got, the worse the chance that Disney was going to shut it down, and they did. It was thinly veiled as a "mod", when almost anyone can recognize that it's a brand new game. The one thing that I really don't appreciate is him trying to categorize it just like a simple mod here. The last thing we need is LucasFilm/Disney poking around here, harmless as we may be.
  2. The old .uti files should work too. This update was essentially 100% models and textures, but I wanted to release it as a fresh mod with new screenshots and everything.
  3. No change to upcrystals.2da, you should be good to go.
  4. View File Crossguard Lightsabers A KNIGHTS OF THE OLD REPUBLIC MODIFICATION Crossguard Lightsabers 2.0 By Sithspecter Description: You've probably seen The Force Awakens at this point, and Kylo Ren's unique lightsaber as well. The saber features crossguard blades that serve a defensive purpose as well as venting extra heat. Now, you can play through Knights of the Old Republic wielding crossguard lightsabers as your own! This mod adds crossguard lightsabers complete with animations to Knights of the Old Republic. Each of the regular crossguard lightsabers is completely upgradeable. You also have the choice to install crossguard lightsabers with the default blade textures OR crossguard lightsabers with an animated jagged blade texture. Installation: 1. Copy all the files in the Override folder of this .zip into your Knights of the Old Republic Override folder 2. If you would rather have default blade textures, also copy the files from the Default Blades folder of this .zip into your Override folder 3. If you want to go back to animated blade textures, copy the files from the Animated Blades folder of this .zip into your Override folder Use: Due to the unique way that Knights of the Old Republic handles lightsabers, to make the lightsabers upgradeable this mod adds an emitter item which can be bonded with any of the default lightsaber color crystals in the game. Once you have an emitter and a lightsaber color crystal, talk to T3-M4 who can bond them together to give you the new crystal bonded to the emitter. Simply install the new bonded crystal in a single-bladed regular lightsaber, and you now have a Crossguard Lightsaber! The bonded crystals can also be installed in double-bladed or short lightsabers, however, they will still be the default double-bladed and short bladed lightsabers. If you want to remove a crystal from an emitter, talk to T3 once more and he will separate the two items. You can find crossguard lightsaber items in the following locations: Dantooine: Blue crossguard lightsaber on Nemo's body Kashyyyk: Jolee now comes equipped with a violet crossguard lightsaber Korriban: Sith lightsaber located in Naga Sadow's tomb has been changed to a crossguard lightsaber Tatooine: Emitter in Kraayt Dragon cave Unknown World: Emitter on The One's body Yavin Station: Suvam Tam will sell you 2 emitters Cheats: g_i_crossguard - Emitter which can be bonded with any color crystal in the default game g_w_lghtsbr09 - Blue crossguard lightsaber (upgradeable) g_w_lghtsbr10 - Red crossguard lightsaber (upgradeable) g_w_lghtsbr11 - Green crossguard lightsaber (upgradeable) g_w_lghtsbr12 - Yellow crossguard lightsaber (upgradeable) g_w_lghtsbr13 - Violet crossguard lightsaber (upgradeable) g1_w_lghtsbr03 - Heart of the Guardian crossguard lightsaber (upgradeable) g1_w_lghtsbr04 - Mantle of the Force crossguard lightsaber (upgradeable) INCOMPATIBILITY: DUE TO THE UNIQUE WAY THAT THIS MOD IS SET UP, IT IS INCOMPATIBLE WITH OTHER MODS THAT HAVE A UPCRYSTALS.2DA OR MODIFY UPCRYSTALS.2DA. THIS MEANS THAT MOST LIGHTSABER MODS WILL BE INCOMPATIBLE. IF YOU USE THIS MOD WITH OTHER LIGHTSABER MODS AND HAVE PROBLEMS, UNINSTALL BOTH MODS AND CHOOSE ONE TO RE-INSTALL Bugs: The lightsaber extension bug has been fixed thanks to newly developed tools! No known bugs exist, please contacte me with bug reports. Legal: THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. Readme.pdf Submitter Sithspecter Submitted 07/14/2018 Category Mods K1R Compatible Yes  
  5. Version 2.0

    2,195 downloads

    A KNIGHTS OF THE OLD REPUBLIC MODIFICATION Crossguard Lightsabers 2.0 By Sithspecter Description: You've probably seen The Force Awakens at this point, and Kylo Ren's unique lightsaber as well. The saber features crossguard blades that serve a defensive purpose as well as venting extra heat. Now, you can play through Knights of the Old Republic wielding crossguard lightsabers as your own! This mod adds crossguard lightsabers complete with animations to Knights of the Old Republic. Each of the regular crossguard lightsabers is completely upgradeable. You also have the choice to install crossguard lightsabers with the default blade textures OR crossguard lightsabers with an animated jagged blade texture. Installation: 1. Copy all the files in the Override folder of this .zip into your Knights of the Old Republic Override folder 2. If you would rather have default blade textures, also copy the files from the Default Blades folder of this .zip into your Override folder 3. If you want to go back to animated blade textures, copy the files from the Animated Blades folder of this .zip into your Override folder Use: Due to the unique way that Knights of the Old Republic handles lightsabers, to make the lightsabers upgradeable this mod adds an emitter item which can be bonded with any of the default lightsaber color crystals in the game. Once you have an emitter and a lightsaber color crystal, talk to T3-M4 who can bond them together to give you the new crystal bonded to the emitter. Simply install the new bonded crystal in a single-bladed regular lightsaber, and you now have a Crossguard Lightsaber! The bonded crystals can also be installed in double-bladed or short lightsabers, however, they will still be the default double-bladed and short bladed lightsabers. If you want to remove a crystal from an emitter, talk to T3 once more and he will separate the two items. You can find crossguard lightsaber items in the following locations: Dantooine: Blue crossguard lightsaber on Nemo's body Kashyyyk: Jolee now comes equipped with a violet crossguard lightsaber Korriban: Sith lightsaber located in Naga Sadow's tomb has been changed to a crossguard lightsaber Tatooine: Emitter in Kraayt Dragon cave Unknown World: Emitter on The One's body Yavin Station: Suvam Tam will sell you 2 emitters Cheats: g_i_crossguard - Emitter which can be bonded with any color crystal in the default game g_w_lghtsbr09 - Blue crossguard lightsaber (upgradeable) g_w_lghtsbr10 - Red crossguard lightsaber (upgradeable) g_w_lghtsbr11 - Green crossguard lightsaber (upgradeable) g_w_lghtsbr12 - Yellow crossguard lightsaber (upgradeable) g_w_lghtsbr13 - Violet crossguard lightsaber (upgradeable) g1_w_lghtsbr03 - Heart of the Guardian crossguard lightsaber (upgradeable) g1_w_lghtsbr04 - Mantle of the Force crossguard lightsaber (upgradeable) INCOMPATIBILITY: DUE TO THE UNIQUE WAY THAT THIS MOD IS SET UP, IT IS INCOMPATIBLE WITH OTHER MODS THAT HAVE A UPCRYSTALS.2DA OR MODIFY UPCRYSTALS.2DA. THIS MEANS THAT MOST LIGHTSABER MODS WILL BE INCOMPATIBLE. IF YOU USE THIS MOD WITH OTHER LIGHTSABER MODS AND HAVE PROBLEMS, UNINSTALL BOTH MODS AND CHOOSE ONE TO RE-INSTALL Bugs: The lightsaber extension bug has been fixed thanks to newly developed tools! No known bugs exist, please contacte me with bug reports. Legal: THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. Readme.pdf
  6. I'm totally including this for when I repackage High Quality Blasters.
  7. That's high praise coming from you! 😀 Thanks for the kind words.
  8. Seeing as how my blasters have come up in several posts, I will try to clarify a few things. The muzzles I kept in a very similar location to the originals. I think the power blast muzzle looks the strangest, as its model does have the most volume and extends back behind the muzzle hook. The regular muzzle flash is right at the tip of the barrel. In addition, many firearms have ported muzzle brakes so that the flash actually does come from porting around the barrel tip. The textures were made grainy and a lower resolution as to blend in with the overall game as best as possible. Higher resolution source files should be in the modder's resource should you need them, with or without the grain as well.
  9. So this is a very difficult thing to deal with, as it presents complications on several levels. First of all, HK can essentially have no dialog here on Sleheyron due to a lack of a voice actor. It would be great if he could, but unfortunately that's just not the case. The same goes for Yuthura. So essentially neither of the characters tied to Sleheyron in the vanilla game can really have a large and lasting impact on Sleheyron. In addition, both character references to Sleheyron were not invented until after Sleheyron was cut. HK's timeline is also an issue. If his previous visit to Sleheyron occurs only 1-2 years prior to the PC visiting Sleheyron, there's obviously a huge amount of Hutt turnover happening during that time. The information we have on the original planned plot seems to indicate that Sleheyron is more or less stable prior to the PC's arrival. It would be possible I guess to include many references to HK's activities, but widespread recognition of HK seems to be out of the question due to the voice actor issues. I suppose that it is possible that the events happened in the same area as are creating and nobody knew that HK-47 killed all those people. He could have operated in a clandestine manner and nobody really knew his true function. This could lead to some more interesting back story and depth to the planet, as well as connection to the rest of the game. It's given me a few ideas. I'll have to think on this more. I apologize for the slow progress. Work has taken a higher pace than normal and I've also been focused on a few other hobbies. But comments like these are helpful to get the wheels turning again.
  10. The only "connection" is that M4-78 used slightly edited Sleheyron skyboxes for the areas. There is nothing to suggest that the two are one in the same, and the buildings are far different between the two.
  11. No, Nexus decided to "save" all the old mods by mass uploading them to their own site. Regardless or people's views on the matter, it made a huge mess of the KotOR Nexus section filled with buggy, outdated, and incompatible mods.
  12. Can't my old, crappy mods go away already??
  13. How did you miss the, "Gamefront is going away, Nexus is re-releasing everyone's mods!" debacle? The responses ranged from, "Nexus is the savior of humanity and the mods from my childhood!" to; "Nexus' blatant disrespect of authorship and their own policies is an atrocity next to genocide!" A good time was had by all.
  14. I am aware of this, and so far only have 2 placeables in Sleheyron, which are actually used as such, unlike some other mods which use placeables as part of the area model. However, mod compatibility, especially with BoS, is not my chief concern.
  15. Pssshhh...I'm an admin and I ignore stuff all the time.
  16. I would say that theoretically, yes they can be fixed with the new tools. It would still be a substantial amount of work, especially in the case of the Tatooine Temple. It's been a while since I have looked at them, but I remember that the Tatooine Temple had some missing geometry, some missing effects/area settings, and obviously a very broken walkmesh. I think the .vis in the version you mentioned is messed up, causing the disappearing. Darth InSidious had a version I believe that had a fixed .vis, though I can't remember for sure. The Czerka Depot is a much better state, I think. It has some walkmesh-y issues as well, but those should be easily remedied. The last room does have some lightmap issues, which could be harder to fix given the lack of 3ds lighting, but overall it's pretty doable.
  17. That landing bay really looks bad because of my skill at the time, not necessarily because of the tools. The second one was made using the same tools as the first, I just had a greater skill level then. If you are referring to the fact that the new landing bay incorporates some of the textures that are usually associated with the walls, you need not worry. I did this because it seemed like a more hardened or heat-resistant material to use for the landing pad. The streets with still retain their original textures, on the ground and otherwise.
  18. I think this is the 4th incarnation since ~2008. Very first attempt, when the area tools were in their infancy, no lightmaps: Later attempt, when I broke things up into lots of different parts to apply shading through the AuroraTrimesh modifier: Newer attempt using current lightmap techniques, but admittedly poor design and scale: Current landing bay with new tools and better design/scale: Over the years I have fortunately learned a few things since my first horrible areas, both from a technical and an artistic/design standpoint. The most recent iteration stemmed from my dissatisfaction with the previous landing bay design and layout. Additionally, starting with Suuda's Estate, I had incorporated a new standard for doors and doorways, and thus it needed to be updated anyways. Several of the key locations (including the primary street area) are undergoing a few renovations to incorporate the new changes that have standardized doors and made things a lot more clean and consistent from a design standpoint.
  19. That was my assumption as well, but it seems like a waste to do this. Was it really necessary to add that for this movie? I get the EU lore, but based on the past two Epsiodes, are they even going to be able to explain why the change took place? And will the audience be able to understand it? Maybe this will the the new "Mighty Merchandise Millennium Falcon!"