Erdan5 0 Posted Tuesday at 12:27 AM (edited) If my question for the title is confusing, this is what I mean in clarification... In this moment in this video, we see Darth Nihilus combust into scarlet smoke-like energies. The thing is, the way he vanishes into the smoke looks super clean and transitions nicely. In contrast, this video shows the same thing, but Nihilus doesn't vanish the way he does in the previous link. In the second video, he just glitches out of existence after the dark side energies combust out of him without fading like in the previous video. My question is....are they different because of different graphics and/or resolution? Or is there something else going on? I have seen some gameplay videos for TSLRCM that had Nihilus fade away in neat quality as the energies leave his body, and I have also seen other gameplay videos for TSLRCM that had Nihilus not transitionally fade away, but just glitch out of existence. I know that this is a dumb question, but again, regardless if it is for TSLRCM or just vanilla game, is it different depending on the graphics and/or resolution you have for the game? Edited Tuesday at 12:38 AM by Erdan5 Quote Share this post Link to post Share on other sites
DarthParametric 3,874 Posted Tuesday at 01:03 AM Probably a script change that didn't specify fadeout on object destruction. 1 Quote Share this post Link to post Share on other sites
Erdan5 0 Posted Tuesday at 08:48 PM 19 hours ago, DarthParametric said: Probably a script change that didn't specify fadeout on object destruction. Why did the script change? How does the script "decide" fadeout or not? Or is it at random? Is there any way for the game code script to make it do fadeout? Quote Share this post Link to post Share on other sites
DarthParametric 3,874 Posted yesterday at 01:20 AM 4 hours ago, Erdan5 said: How does the script "decide" fadeout or not? It's a variable in the function: void DestroyObject(object oDestroy, float fDelay=0.0f, int bNoFade = FALSE, float fDelayUntilFade = 0.0f); It is set to fade by default, so you have to manually specify no fade. 4 hours ago, Erdan5 said: Why did the script change? There have been multiple iterations/revisions of that sequence in TSLRCM over the years. It's also possible some other mod edited it. I couldn't say, since I don't have any interest in TSL so don't pay attention to stuff going on with it. Check your Override folder for a script named a_end.ncs and find the Modules folder and attach 852nih.mod here so I can look at it. Quote Share this post Link to post Share on other sites
Sith Holocron 2,591 Posted yesterday at 01:42 AM 20 minutes ago, DarthParametric said: It's a variable in the function: void DestroyObject(object oDestroy, float fDelay=0.0f, int bNoFade = FALSE, float fDelayUntilFade = 0.0f); It is set to fade by default, so you have to manually specify no fade. There have been multiple iterations/revisions of that sequence in TSLRCM over the years. It's also possible some other mod edited it. I couldn't say, since I don't have any interest in TSL so don't pay attention to stuff going on with it. Check your Override folder for a script named a_end.ncs and find the Modules folder and attach 852nih.mod here so I can look at it. There's a very likely chance that the OP is very un-knowledgeable about in modding in general judging by this quote from their Mod Request thread. I would advise to assume novice level here. On 8/31/2025 at 12:40 PM, Erdan5 said: I have to be honest, I don't know how mods work for KOTOR, how to install them and all of that. As you might know, I recently registered on Deadlystream. Before that, I have only ever played the vanilla KOTOR games but never involved with and downloaded any mods. Because of that, I am a real noob concerning how installing mods work and stuff like that. 1 Quote Share this post Link to post Share on other sites
Mephiles550 240 Posted 12 hours ago A point of interest, in the two videos you linked one version is the PC version and the other is the Xbox version. The Xbox version shows Nihilus have a proper fade away while the PC one you showed has a jank one. You mentioned TSLRCM, but the PC version gameplay you showed is from a playthrough not using TSLRCM, judging by other parts the uploader showed of that playthrough on their channel. Maybe TSLRCM fixed this issue on PC? Not sure. Fun fact, the Switch version from what I saw from 2 playthoughs on Youtube also has a broken fade effect for Nihilus. I think the Xbox version is just more refined in many areas compared to the PC version, considering it's an old 2004 game. I saw a TSLRCM playthrough with fixed fades, maybe the mod fixed it for good? ngl the fade out effect is kinda wonky in my experience in both Kotor 1 and 2. It sometimes works and sometimes doesn't. Mods using "ghosts" like Brotherhood of Shadow or even vanilla characters like Ajunta Pall in or the TSL Korriban tomb visions all are supposed utilize fade aways upon death, but sometimes this works and sometimes this doesn't. I don't know much about scripting but my game settings are as max as max can be and my PC components aren't the issue, Kotor loves Nvidia. When it comes to fading in this game engine, I think it might be you and your luck if the engine wants to cooperate with the script that actually allows it. Sometimes there might just be too much happening in the engine for it to register correctly. I'm hardly an expert on this though, this is just what I'm assuming from multiple inconsistent playthroughs. 1 Quote Share this post Link to post Share on other sites
DarthParametric 3,874 Posted 12 hours ago 7 minutes ago, Mephiles550 said: Kotor loves Nvidia It's more a case of ATI/AMD driver support for OpenGL being (still) trash whereas nVidia's support for it is competent. 11 minutes ago, Mephiles550 said: Maybe TSLRCM fixed this issue on PC? The script in question chokes DeNCS so I only have bytecode, but it's worth noting that both the vanilla and TSLRCM versions are set to use fade out in both of the DestroyObject calls the script makes. So whatever TSLRCM changed, it wasn't that apparently. Quote Share this post Link to post Share on other sites
Erdan5 0 Posted 5 hours ago Hi. Just to let you guys know that stopped playing KOTOR II years ago and I no longer own it. However, that is going to change as sometime soon I am going to get KOTOR II again on PC and when this happens, I am going to attempt doing or getting mods. Anyways, from what I'm getting here, is it true that you can't control the "fadeout" effect in a cutscene in KOTOR and that it happens at random? Given I am new here and to modding, I would like to know if there is any way I can "code" the game to always do the "fadeout" effect, as for me personally I like that visual effect. Btw, I notice in some YouTube commentary walkthroughs, the red energies that stem from Nihilus's body are less cloudy and smaller than the version I have played and other people have played. For example, this moment in this video shows the dark side smoke stemming from his body to not be as cloudy as the other gameplays compared to what is depicted to the other two videos I have posted in the first post of this thread. Another thing is Darth Nihilus collapses dead to the floor and it seems to be consistent as to what spot he falls down and lands on. However, in some videos, he falls down a different angle and different position than usual. For both of these scenarios, are they just the script changing again too? Or something else? Quote Share this post Link to post Share on other sites