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Found 5 results

  1. Version 4.1.2

    5,510 downloads

    While you sleep in the medical room, 3C-FD is patching your game. Restores fog and reflections which were broken in the Aspyr update. Works with both Steam and GOG versions. Compatible for KOTOR 1 and 2. Graphical INI edtor. Included KOTOR2 Patches: - Fog Fix - Reflections Fix - 4GB Patch - Subtle Color Shift (yellow tint removal) - Music Volume During Dialogue Fix - Borderless Window Mode Included KOTOR1 Patches: - 4GB Patch - Borderless Window Mode How to use: Place in game directory and run it. Load kotor exe on the 'patches' tab, select patches to install, click apply. How this was made: - The fog shading was just covered up when the latest version was released. I was able to send that data to the new Fracture shaders and apply fog coloring. It checks if the fog color is set to black and if not then it applies fog. Modules that don't use fog have a default fog color of black, Duxn and Dantoonie use a grayish color. - The shader for when both a lightmap and a cubemap is applied, to the same model, had a typo. Cubemap was labeled as a '2D' instead of 'CUBE'. Easy fix. Luckily the shaders are a plain text string, in the exe, and can be modified with a hex editor. The only issue is that the character length needs to be the same or smaller. The only way to get more data in the shader is to remove extra spaces/linebreaks and to shorten variables to single characters. - The music was lowered so much during dialogue that it was almost non existent. I was able to find the functions for calling volume control, using ghidra. The call was made only 3 times and from there it was process of elimination. Ultimately disabling a variable change if in dialogue, before the first volume change call, worked. Bugs: - Fog fix does not work with M478 Special Thanks: HappyFunTimes101 - ShaderOverride - I could not have done this without this tool. This made sorting out and identifying the shader data much easier. I probably wouldn't have even attempted or known where to look if this didn't exist. JCarter426 - For pointing out that the music was broken during dialogue. I hadn't noticed but couldn't stand it after hearing for myself. Source: https://github.com/J0-o/3C-FD-Patcher Browser-based Version: https://j0-o.github.io/3C-FD-Patcher-js/
  2. View File Fog Fix & More - 3C-FD Patcher While you sleep in the medical room, 3C-FD is patching your game. Restores fog and reflections which were broken in the Aspyr update. Works with both Steam and GOG versions. Compatible for KOTOR 1 and 2. Graphical INI edtor. Included KOTOR2 Patches: - Fog Fix - Reflections Fix - 4GB Patch - Subtle Color Shift (yellow tint removal) - Music Volume During Dialogue Fix - Borderless Window Mode Included KOTOR1 Patches: - 4GB Patch - Borderless Window Mode How to use: Place in game directory and run it. Load kotor exe on the 'patches' tab, select patches to install, click apply. How this was made: - The fog shading was just covered up when the latest version was released. I was able to send that data to the new Fracture shaders and apply fog coloring. It checks if the fog color is set to black and if not then it applies fog. Modules that don't use fog have a default fog color of black, Duxn and Dantoonie use a grayish color. - The shader for when both a lightmap and a cubemap is applied, to the same model, had a typo. Cubemap was labeled as a '2D' instead of 'CUBE'. Easy fix. Luckily the shaders are a plain text string, in the exe, and can be modified with a hex editor. The only issue is that the character length needs to be the same or smaller. The only way to get more data in the shader is to remove extra spaces/linebreaks and to shorten variables to single characters. - The music was lowered so much during dialogue that it was almost non existent. I was able to find the functions for calling volume control, using ghidra. The call was made only 3 times and from there it was process of elimination. Ultimately disabling a variable change if in dialogue, before the first volume change call, worked. Bugs: - Fog fix does not work with M478 Special Thanks: HappyFunTimes101 - ShaderOverride - I could not have done this without this tool. This made sorting out and identifying the shader data much easier. I probably wouldn't have even attempted or known where to look if this didn't exist. JCarter426 - For pointing out that the music was broken during dialogue. I hadn't noticed but couldn't stand it after hearing for myself. Source: https://github.com/J0-o/3C-FD-Patcher Browser-based Version: https://j0-o.github.io/3C-FD-Patcher-js/ Submitter J Submitted 05/08/2025 Category Mods TSLRCM Compatible Yes  
  3. Has anyone tried to fully understand what is saved by the client in Kotor 1 in the swkotor.exe? I know that movie resolutions, letterbox dimensions, and resolution are saved in the exe. Is there a list that explains which hex sequence attributes to what? And if not, is there a way or does anyone already have an idea on how to decode it? We could fix a lot of issues if we can understand the hex data fully, like the map size after the widescreen fix ( which Im mainly interested in ) My ideal dream would be at least understanding the important things in the hex data and making a list or even a script that reads the exe and spits out a text file, that says this sequence means XX and has YY values. An interpreter of sorts
  4. I’m trying a few new things, ‘new’ as in things I haven’t tried before, because let’s be real, giving Mandalore a flamethrower, somebody must have come up with this idea before. This is what I came up with, I moved the handconjure dummy to make the the flame spray beam originate from the wrist instead of the hand. Then I had to add some sort of gun nozzle, and I meant for it to come out of Mandalore’s vambrace, but I still haven’t found a way to make it look good. I’d rather avoid adding meshes to an existing 3d model, the end result never looks as good as the original model, or as smooth I should say. What I did was add an entry in visualeffects.2da so that the gun nozzle would only appear as a visual effect for half a second, unfortunately you can’t hook up a visual effect to just any body part you want, so I had to use the root dummy. I’m not satisfied, perhaps I’ll give it another try, meanwhile it’s been fun
  5. How do you go about overriding area walkmesh files One day I decided Atton really ought to take a seat, specifically on the Administration Level as he operates the console. Normally he would stand, and a convenient camera angle would make it look like his hands were on the console. Why do that when everything looks like he's meant to seat down, there's even his favorite chair from the Ebon Hawk. Unfortunately the walkmesh of that area didn't agree, the spot where Atton would need to be is not walkable, and I couldn't seem to make it walkable with WalkSwitch. Now I've suddenly had the idea to modify the animation so that Atton wouldn't need to be there, moving the animation root will make the animation play exactly where it needs to play. So I made a stunt model for Atton using S_Male02, which has the animation, and put it in the dlg file. I hex-edited four numbers inside the model, renamed the file, and there you have it, Atton uses the animation from the dialog stunt-model and appears seated on the chair with his hands on the console. Muahaha.
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