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Everything posted by JCarter426
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If it's using blending, additive, then it doesn't need an alpha channel - all the black parts of the texture are rendered transparent. So to make it less opaque, you could darken the texture.
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Interesting. I'd definitely like to see better mapping for some heads. I've unmirrored a few but only with hack jobs, doubling the texture width and then moving faces... I'd very much like better mapping for the armors, primarily so male and female bodies can share the same textures... but I'm sure just doing the heads will take you quite a while. Those are handled through the AuroraFlex/OdysseyFlex modifier. There's a tutorial for it here and it should be possible to make them in KOTOR, but it's a convoluted process and I've never managed it successfully, so all I can say is it should be possible.
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[SPOILER] Who were the Sith in M4-78EP?
JCarter426 replied to N-DReW25's topic in M4-78 Enhancement Project
There's no indication of who those Sith were meant to be in the game files, and I don't believe the final mod is meant to give any indication either. There were ideas discussed during development concerning the Sith, but ultimately none of them made it into the mod. So they could be anybody. Revan's empire controlled half the galaxy, and many factions of Sith remain. Dathomir wouldn't be populated by the Nightsisters until a couple thousand years later. Though it's conceivable that there was some other Dark Jedi-related group there before them, there's nothing in any expanded universe canon to suggest that. In any case, the Sith were not the colonists, so there needn't be any connection like that. As far as I recall, the Quelli reference didn't have any significance. It's just a place with preexisting KOTOR connections, being the location of Praven Prime and Malak's homeworld. It was before that. And again, Sith != colonists. They were lying. There are actually three different questions here - who the Sith were, who the real colonists were, and where the droids came from. -
Depending on circumstances (if the other rooms already have animations on them) the maps might have to be their own separate room models, but it should be doable. Room animations can definitely be scripted in K1, I can say first-hand, though I've never tried to make a new one since it wasn't possible before. The code for the room animations is PlayRoomAnimation(string sRoom, int nAnimation); with sRoom being the actual room model name, and nAnimation being the animation number. Looks like there are 20 available room animation constants, which would be more than enough for the 7 - at least I think it's 7 - Star Map animations. You would have to change the animation names on the models. I'm not sure what the naming scheme for that is, but you should be able to figure it out by checking the Ebon Hawk skyboxes.
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Their overseas marketing is thorough and aggressive. I've looked at some of his hilts but I didn't realize he did both the Revan versions. They should be good references, at least. I also have a bit of bad news. I was overlooking this issue until I had to deal with it, but I happened to discover during testing that it was even worse than I anticipated. It seems that upcrystals.2da has a limit of a paltry 128 lines, so there can only be 128 color crystals. Meaning what I wanted is nowhere close to possible. I had planned for 10 colors, 6 crystal types, and 15 hilts for a total of 900 "crystals" needed. And we can have 128. Needless to say, there will be some downsizing. Now, that doesn't necessarily mean scrapping a lot of it. It's still possible to have every combination of the above, so long as it isn't in the upgrade system. In other words, you'd have to change the color crystal through the new saber workshop console, and it couldn't have any power crystals put in it, just as I'd planned to do for the exotic lightsaber types. With that in mind, I'm putting off making any decisions until I finish a bunch of models I know I'm going to want in the mod no matter what. I can say for now though that my crystal ideas are scrapped, which is a shame because that was originally the point of the mod. I thought I could get around the model limit by having crystals that change only the stats... but it turns out there's an even worse limit for that. With 10 colors and 6 types, we'd only have room for 2 hilts. Even my plans for Heart of the Guardian and Mantle of the Force are now in question. But I don't want to decide anything right now. No point in worrying about getting assets into the game if the assets aren't done yet.
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It's the lightsaber used for Stormtrooper dark Jedi clones. Though I suppose it needn't be an exact replica, the idea is some sort of white hilt.
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Nice. I remember seeing them that long ago. So, here's part 1 of the plans in motion: These are all the common hilts (and also material and individual hilts) planned so far. All of them will be available for the three standard lightsaber types and in all ten colors. The first five are common hilts - the traditional hilt, just a simple replacement of the game one; three class hilts; and one Dark Jedi hilt. I'm not sure about the design for the last one, but be some sort of eviler version of the traditional hilt. The next five are the material hilts - beskar, electrum, plasteel, rancor tooth, and ultrachrome. For each of these, there will be a unique crafting item found somewhere in the game. The final five are the individual hilts. The hilts for Bastila, Jolee, Juhani, and the player all have reference images, fortunately. The Endar Legacy is a new hilt and I'm not sure of the design for that yet. It'll be found on the corpse of the Jedi who dies on the Endar Spire. (But I'm not giving the player a lightsaber that early in the game, if you're hoping for or worried about that. Just the hilt.) I'm thinking when you first build your lightsaber, you will be able to choose the hilt, with your options being the traditional hilt, the hilt of your class, the canon Revan hilt, and any other hilts in your possession. At that point in the game, it will be possible to find the other class hilts, the Endar Legacy, and the saberstaff. Parts 2 and 3 of the plans will wait until later. I think it might be a good idea to wrap up these before moving on to the exotic stuff. For future reference, though, the rest are: crossguard lightsaber, curved-hilt lightsaber, darkstaff, forcesaber, lightsaber pike, longsaber, and saberstaff for new saber types and Ajunta Pall's lightsaber, Darth Bandon's lightsaber, Darth Malak's lightsaber, Uthar's lightsaber, Yuthura's lightsaber, and the Sith ceremonial lightsaber for unique items. The new types will be available in all three colors, while the unique items will only come in whatever color they come in. Actually, it's red in every case. If anybody feels strongly about them being available in other colors, there is just barely enough room for all of them, but I felt that it would be strange to have an item called "Darth Bandon's lightsaber" available in blue or pink or whatever. Also, it would be good to leave a little space for future saber mods. I'm also open to suggestions about hilt designs - whether anybody has any requests, or wants to donate a model, or model a particular one, or whatever. I'm not going to work on this stuff at all until I finish modeling the traditional hilts, and probably the class hilts too, so if anybody wants to tackle any aspect of it in the meantime, that would be nice.
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For what it's worth, it is on the cover of the Revan novel. Noted. Oh, nice. I suppose now is as good a time as any to mention I'm generally unware of what other lightsaber mods there are because I've had a broken copy of the Ultimate Saber Mod installed for years and it's incompatible with almost everything ever. I'll take a look at it when I get the chance... with that, I can likely check another one off the list. I've also figured out a few more drop locations, so all that's left now are the longsaber, lightsaber pike, and the matter of the class hilts, which in turn depends on the Revan matter. Any of those could be placed in the enclave with the saberstaff, but I'd like a little more of a scavenger hunt if possible. The one item drop I have not used so far is the Sith on Manaan. He normally drops a double-bladed lightsaber. Most others I listed were NPCs that have lightsabers but don't drop them - but this guy does drop his.
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Well, if they can be found, I'd like to take a look at them. Oh, that's cool. There may be room for it if you want. That's definitely a possibility, but there are three complications. First, this... I have seen the source of the image. It's a page of with many pictures of "notable lightsabers", and all it says is "Darth Revan". The problem is, MMO shenanigans with him changing color every day of the week aside, Revan had at least three lightsabers in canon: the violet-bladed one he had as a Jedi which he also used as a Sith, the red-bladed one he had as a Sith Lord, and the one built in the game which is apparently supposed to be this. So the matter is vague. It definitely isn't the MMO one, and it doesn't look like the comic one either. It doesn't even look like the one on the KOTOR campaign guide. Now, I'm willing to rule it all off anything as inconsistent art, and just pick whatever I want, but I'm not sure what I want. What really bothers me is none of these look anything alike when they were all meant to be built by the same person. The second issue is that if we go with the MMO hilt for the one you make on Dantooine, then you're forced to start with that hilt. Which might be fine, but it would rule out the option of getting a hilt based on your class, or choosing from a variety of hilts, or anything of that nature. I'm not ruling it out, and I've certainly left room for it in the database, but I don't know what to do with it yet. The third matter is what to call it. It can't be "Revan's lightsaber". But it's also not possible to put the player name into items in K1. I believe you yourself encountered this problem, Kexikus. A name can be picked, but I got no ideas. Oh, I suppose. I had thought of having a generic saberstaff and a special temple guard saber staff, but it might not even be worth it to have different ones. I'll check around the enclave to see if there's a good spot for it. Well, it'll be old in 4000 years... but maybe. And in other news, I'm working on my administrative stuff so I can start making the show and tell I promised... then my intentions will be clearer, I hope.
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I'd certainly be happy to receive donations. It's not that I mind modeling it, but there's only one of me and only so much I can do or can do competently. I'm very much still learning as I go. I am looking to use the canon designs as much as possible - I believe there are ones for Bastila, Malak, and Jolee, and I also have some reference images for Bandon and Juhani, and a lot of contradicting reference images for Revan that I'm not happy about. I'm also planning to base the class hilts on the Guardian, Sentinel, and Consul hilts from Jedi Academy. It's the other way around, really; I realized all three were already there, and thought that would make things easy. I believe I can get the models for those, though, so it would be a trivial matter to import rebuild build them in higher quality as I've been doing with the original KOTOR hilts. The crossguard lightsaber would be based on the one in Rebels. I have some other ideas in mind, but I've yet to decide on a lot. Maybe I'll compile what goes with what in a big image.
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Update: I did some modeling and testing and planning and made some key decisions, and now I'm looking for input again. Here's what I got so far: 3 common lightsaber types: standard, short, double-bladed. I've given up on changing that. Unlike in the base game, however, the lightsaber hilt can be changed... 5 common lightsaber hilts: Traditional, Guardian, Sentinel, Consular, and Dark Jedi. These are aesthetic changes only - they change the hilt model, but not the stats. Common lightsaber hilts are fully upgradeable and can be used on all 3 common lightsaber types. 5 material hilts. There will be crafting components scattered throughout the game; each material can be used to create a new, custom hilt. You will have to find the necessary materials to craft them, but apart from that they behave as common hilts - aesthetic changes only, fully upgradeable, all 3 types. Individual hilts. Certain characters will have their own personal hilt design. They can't be crafted, must be found. Apart from that, they behave as common hilts - aesthetic changes only, fully upgradeable, all 3 types. So far there are 5 of these, but I'm debating whether to add more. 7 exotic lightsaber types: Crossguard Lightsaber, Curved-Hilt Lightsaber, Forcesaber Lightsaber Pike, Temple Guard Lightsaber Pike (I'll probably call it something like "Saberstaff" for clarity), Longsaber (long blade like Malak's), and I'm also working on a new Sith weapon type. Exotic lightsabers cannot be upgraded, but the color of the blade can be changed. No fancy hilt customization here, generally one hilt per new type. They are new "types" but not necessarily new base item types for technical reasons. Only two of them actually are. The others will be modified versions of one of the three common types, as far as UTI edits will allow. Since they can't be upgraded, I've made them about as powerful as a fully upgraded weapon of the same base item type, or at least that's my intent. Unique lightsabers: Like Freedon Nadd's Short Lightsaber, these are rare item drops that cannot be upgraded at all, not even blade color. Darth Malak and Darth Bandon's lightsabers are the only certain ones for now. I've included the Darksaber in my system database to ensure compatibility, but I'll leave that as a separate mod. I have some ideas regarding Ajunta Pall's swords as well, but that's beyond the scope of the current mod. I plan to utilize the system I'm building with those and possibly other mods (including the K2 version of course) once it's complete. 10 lightsaber colors: blue, red, green, yellow, violet, orange, cyan, silver, viridian, and pink. All lightsabers except unique ones will be available in all 10 colors. 6 focusing crystal types: Natural Crystal (i.e. the kind in the game), Synth-Crystal, Comprssed Energy Crystal, Crystal Lens, Heart of the Guardian, and Mantle of the Force. I've dropped the unstable crystals. There was no way it was going to work with 20 different blades and the 255 model limit. I could conceivably add more colors or blade effects for unique lightsabers, but not for every saber. There are 10 colors and every new type is available in all 10 colors. Every crystal type comes in 10 colors. Natural crystals and synth-crystals can go in any lightsaber. The others can't go in exotic lightsabers. Overall, there will be more than 20 hilts that can come in all 10 colors, plus a few special cases. I'm currently debating how much more than 20 I'm willing to go, what with the model limitation and also the actual modeling work. There is enough room for some other characters to have their own designs. On the other hand, I've yet to place some of the designs I've already decided on. So that's where I'm at right now. Two key questions. Who should have a custom hilt design? Characters included so far: Bastila, Jolee, Juhani, Darth Malak, and Darth Bandon. Characters not included so far: Belaya, Dustil, Jorak Uln, Lashowe, Mekel, Nemo, Sherruk, that one Sith on Manaan, Uthar, Yuthura. What are some good ways to integrate the new items into the game? I've gone through and confirmed a bunch that will work, but I'm mostly going by memory and I haven't decided what goes with what yet. The above unused characters are all potential drops, for example, if they don't get their own stuff. Potential placement methods could be in the form of actual lightsabers, lightsaber parts, or schematics. Items not yet placed: Consular Hilt, Sentinel Hilt, Guardian Hilt, Crossguard Lightsaber, Curved-Hilt Lightsaber, Lightsaber Pike, Longsaber, and Saberstaff. So, if you have strong feelings about some character deserving their own thing, or ideas for what would go good with what, or if there's anything I've missed, let me know.
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I'm actually working on that right now. I was thinking of how to convert Bastila's lightsaber to the other hilt types and how I'd have to do that over and over and I should have some systemized design philosophy for how one style translates into single, double, and short. So now I'm just remodeling the originals as practice, so I can get a feel of how each variation should be. With any luck, once I figure out that process it'll be easy(ish) to convert each hilt to all three types as I complete each design. I'll include my own tin cans in the workshop, and possibly as its own mod in case you just want those.
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I started modeling again to see what I could manage. I may attempt more.
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No, that wouldn't be possible without making a new item type, and then you wouldn't be able to use Force jump with it, or deflect blasters, or receive bonuses from lightsaber feats.
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Not for properties such as weapon size. So unless I edited baseitems.2da, there'd be nothing stopping you from using two longsabers or crossguards or whatever. There's a very limited amount of things that can be changed with simple UTI edits, though I have been doing that for the new crystal types I've mentioned before.
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View File JC's Darksaber for K2 This mod adds the Darksaber, a unique lightsaber seen in the Clone Wars and Rebels TV shows, to Star Wars: Knights of the Old Republic II - The Sith Lords. The Darksaber comes with a custom hilt and blade effect. The Darksaber's stats are better than the standard lightsaber's (+2 Charisma and +1d10 Universal damage) but the item cannot be upgraded. I have integrated the item into the game, but I'll keep the how a surprise. One hint: You must search through the possessions of a certain Mandalorian. If you want to get it through playing the game, you'll have to start a new game. Otherwise, you can cheat it in. The item is "jc_darksaber". Submitter JCarter426 Submitted 03/14/2018 Category Mods TSLRCM Compatible
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That's not possible. Making items with properties like that is only possible by editing the item type in baseitems.2da and then it affects all weapons of that type. That's why the longsaber would have to replace the short lightsaber, as there are only three of them.
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Version 1.2
4,777 downloads
This mod adds the Darksaber, a unique lightsaber seen in the Clone Wars and Rebels TV shows, to Star Wars: Knights of the Old Republic II - The Sith Lords. The Darksaber comes with a custom hilt and blade effect. The Darksaber's stats are better than the standard lightsaber's (+2 Charisma and +1d10 Universal damage) but the item cannot be upgraded. I have integrated the item into the game, but I'll keep the how a surprise. One hint: You must search through the possessions of a certain Mandalorian. If you want to get it through playing the game, you'll have to start a new game. Otherwise, you can cheat it in. The item is "jc_darksaber". -
View File JC's Darksaber for K1 Summary This mod adds the Darksaber, a unique lightsaber seen in the Clone Wars and Rebels TV shows, to Star Wars: Knights of the Old Republic. The Darksaber comes with a custom hilt and blade effect. The Darksaber's stats are better than the standard lightsaber's (+2 Charisma and +1d8 Universal damage) but the item cannot be upgraded. I have integrated the item into the game, but I'll keep the how a surprise. One hint: You will have to complete a side quest that involves Mandalorians. If you want to get it through playing the game, you'll have to start a new game. Otherwise, you can cheat it in. The item is "jc_darksaber". Installation Extract files from the downloaded archive. Run Darksaber_K1.exe. Click "Install Mod" and select your game directory (default name SWKOTOR). Uninstallation Remove the installed files or replace from backups if necessary. Compatibility Compatibility with other lightsaber mods not guaranteed. This mod uses lightsaber model variation 255. This mod patches the module kas_m25aa in order to place the Darksaber into the game. If you have any compatibility issues with other mods that edit this area, you can cheat the item into the game instead. The Darksaber item is "jc_darksaber". Credits KOTOR Tool – Fred Tetra TSL Patcher – stoffe, with updates by Fair Strides DeNCS – JdNoa & Dashus ERFEdit – stoffe, with updates by Fair Strides NWMax – Joco KOTORMax & MDLEdit – bead-v NWNSSCOMP – Torlack, stoffe, & tk102 Saber – Andrew Kramer & VideoCopilot.net tga2tpc – ndix UR Permissions I hereby grant nobody except myself permission to upload some or all of this mod anywhere for any reason. For any reason. If you would like to include any part of this mod in anything, then please contact me for permission. Disclaimers WARNING: THERMODYNAMIC LAW VIOLATIONS WILL RESULT IN THE SUMMONING OF MAXWELL'S DEMON. TO BANISH IT, YOU WILL HAVE TO DEFEAT THE ORIGINAL CASTER AND DISMANTLE THE SUMMONING CIRCLE, HIDDEN IN THE DUNGEONS OF LUCASFILM. MAY THE FORCE BE WITH YOU. Donations If you enjoy my mods and would like to show your support in a monetary manner, you may do so via PayPal with this donation link. For various legal and ethical reasons, this is entirely optional and is not a requirement to downloading or using any of my mods. I also do not create specific mods for hire. I make mods as a hobby and will most likely do so regardless of any donations or lack thereof, but modding does take up a lot of my time and every bit helps. Submitter JCarter426 Submitted 03/14/2018 Category Mods K1R Compatible No
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You're right. I even tested that a month ago. Grr, there are so many parts to this that every time I go over the options I forget one of the problems. That's part of why I haven't come to a decision yet. Well, that's not a favorable option, then.
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Well, I finished it! I've submitted the K1 version (just waiting for administrative oversight now) and I'll probably send the K2 version along later today. Getting it into the game is a bit more involved because of bad file naming practices. For future reference, I'll go over how I managed the blade. There are three key points that made it possible: The Darksaber must have two sets of saber blades. One is for the black core, the other for the white outline. Past attempts in other mods have utilized a blade texture with both the black and white on it - which by necessity loses the additive blending that makes the sabers glow - or a black mesh for the core - which won't animate properly. Adding more blades wasn't really an option before, but it was made possible thanks to new tools. For my Darksaber, I simply cloned all the saber blades and changed the texture. I noticed the blades on the game saber model w_lghtsbr_001 weren't quite right. Some of them were not saber objects, but rather plain old trimeshes. I believe that was causing some other blending problems. I resolved this by deleting the offending objects and putting proper saber objects (cloned one of the good ones) in their places. The dark blades must be at the bottom of the model hierarchy. This part is key. The white set of blades has an additive property, so the white gets added to whatever's rendered behind it. Normally that would mean the white would be drawn on top of the black, rather than the reverse that we want. Or since the two sets of blades occupy the same space, there would be other issues such as Z-fighting. Putting the dark blades lower in the hierarchy is a sort of exploit to avoid all those problems. Objects with this additive property will be occluded by any objects that were rendered more recently, rather than blending with them. It's actually not supposed to work this way, but it does. That means if the dark set of blades is lower in the model's hieraarchy, the game will render the white blades first, then the dark blades, and hey, the dark blades set is the more recent one, so it'll be rendered on top of the white. To ensure the hierarchy order is the way we want it, we have to link the blades to the model base in order - first the white set, then the dark set. If you load the model in MDLEdit, you should see the dark blade objects way at the bottom. They must be below the white ones for this to work. I hope that helps, hypothetical future people. No idea.
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Version 1.4
4,240 downloads
Summary This mod adds the Darksaber, a unique lightsaber seen in the Clone Wars and Rebels TV shows, to Star Wars: Knights of the Old Republic. The Darksaber comes with a custom hilt and blade effect. The Darksaber's stats are better than the standard lightsaber's (+2 Charisma and +1d8 Universal damage) but the item cannot be upgraded. I have integrated the item into the game, but I'll keep the how a surprise. One hint: You will have to complete a side quest that involves Mandalorians. If you want to get it through playing the game, you'll have to start a new game. Otherwise, you can cheat it in. The item is "jc_darksaber". Installation Extract files from the downloaded archive. Run Darksaber_K1.exe. Click "Install Mod" and select your game directory (default name SWKOTOR). Uninstallation Remove the installed files or replace from backups if necessary. Compatibility Compatibility with other lightsaber mods not guaranteed. This mod uses lightsaber model variation 255. This mod patches the module kas_m25aa in order to place the Darksaber into the game. If you have any compatibility issues with other mods that edit this area, you can cheat the item into the game instead. The Darksaber item is "jc_darksaber". Credits KOTOR Tool – Fred Tetra TSL Patcher – stoffe, with updates by Fair Strides DeNCS – JdNoa & Dashus ERFEdit – stoffe, with updates by Fair Strides NWMax – Joco KOTORMax & MDLEdit – bead-v NWNSSCOMP – Torlack, stoffe, & tk102 Saber – Andrew Kramer & VideoCopilot.net tga2tpc – ndix UR Permissions I hereby grant nobody except myself permission to upload some or all of this mod anywhere for any reason. For any reason. If you would like to include any part of this mod in anything, then please contact me for permission. Disclaimers WARNING: THERMODYNAMIC LAW VIOLATIONS WILL RESULT IN THE SUMMONING OF MAXWELL'S DEMON. TO BANISH IT, YOU WILL HAVE TO DEFEAT THE ORIGINAL CASTER AND DISMANTLE THE SUMMONING CIRCLE, HIDDEN IN THE DUNGEONS OF LUCASFILM. MAY THE FORCE BE WITH YOU. Donations If you enjoy my mods and would like to show your support in a monetary manner, you may do so via PayPal with this donation link. For various legal and ethical reasons, this is entirely optional and is not a requirement to downloading or using any of my mods. I also do not create specific mods for hire. I make mods as a hobby and will most likely do so regardless of any donations or lack thereof, but modding does take up a lot of my time and every bit helps. -
Here's my proof of concept:
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There were mods that attempted it in the past, but it was never really feasible as you suspected. However, that may have changed thanks to recent tool updates. The main problem before was that it was difficult to compile a lightsaber model - it could only be done in a specific, limited way or else the blending mode of the blade would break, making the game render it behind things instead of on top of things. So we were mostly limited to changing the hilt and nothing else. But that has changed. I've actually been thinking about making one. I haven't attempted it yet because I'm not a very good modeler and would need some practice before taking a shot at the hilt (the geometry isn't too complicated, but the texture mapping is a bit). But I do have a pretty good idea of how to make the blade. The way I'd do it is I'd keep the existing saber blades, using a silver texture, and I'd add another mesh that would be solid black (illumination values set to 0). The trick is getting that to animate properly, but I believe that is doable with the new tools.
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No, because then they'd need at least 10 model slots... so we'd run real quick. I was thinking they would be like Freedon Nadd's lightsaber, comes as is. Well, there's nothing stopping Bastila's lightsaber from being one of the few that can have any color, but there is a limit and some definitely couldn't. With 10 colors, there can be 24 hilts of any color, plus 15 hilts that are limited to one color (I'm assuming we will need more than 5 of these, so 15 slots are reserved rather than using that extra 10 for another hilt). With an extra variation for each color, for either unstable or Force attuned, we have 20 "colors" so those numbers drop to 12 hilts of any color and again 15 slots reserved for one-color models. With an extra variation for them all, that's 30 "colors", 8 hilts of any color, still 15 reserved. There's a bit of wiggle room, but that's the gist of it. 30 feels excessive to me, so I'm leaning towards the middle option. If you just want Bastila's in any color, but don't care about the different variations of that color, that's more doable. I suppose the question is whether it's important to be able to change her and other party members' saber colors. Well, how would you go about including Revan's saber? Would the first saber you make have a specific hilt, or would you have options? Would it be upgradeable? I think it would have to be, considering Zhar says as much... Would it have any bonus stats, or would it only be an aesthetic thing? Oh, it would just be like Malak's. Long blade, regular hilt though. Not like a lightsaber pike or something. Although I did think of having a lightsaber pike. There's another option with the longsaber I forgot to mention. It would be possible to add the longsaber without getting rid of the shortsaber, so long as the longsaber can't be upgraded. I've heard that new sabers also can't be used with Force Jump. Even if that's the case, I might prefer this option as the longsaber has a more exotic feel to it, and the lack of upgrades would probably help balance out its advantages over the standard saber. Well, I'll definitely put it in somehow, since we have two tentative votes for the longsaber. Also I remember a longsaber mod that did replace short sabers being fairly popular back in the olden days. That author was just bolder than I am. Heh, yeah, and it's certainly something I've grown out of wanting as a player. And as a modder too, even with what little modeling I've done in that area. It didn't take me long to realize that more detail in a texture could actually make it look worse. I've done textures with nicely detailed brushed metal and then I've done textures that are seriously just a grey gradient.