Sign in to follow this  
Sithspecter

Download:Crossguard Lightsabers

Recommended Posts

thumb-89d7c84765577ac0471a4512a15d9c91-all.jpg

 

File Name: Crossguard Lightsabers

File Submitter: Sithspecter

File Submitted: 08 Jan 2016

File Category: Mods

K1R Compatible: Yes

 

 

A KNIGHTS OF THE OLD REPUBLIC MODIFICATION

 

 

 

Crossguard Lightsabers


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, plus Kylo Ren's lightsaber, to Knights of the Old Republic.

 

Each of the regular crossguard lightsabers is completely upgradeable. Kylo Ren's lightsaber is not upgradeable, but features animated blade textures to give it the unstable plasma look as seen the The Force Awakens.

 

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 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 used 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 item.

 

You can get crossguard lightsabers 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 Kylo Ren's lightsaber, emitter in Marka Ragnos's tomb
Tatooine: Emitter in Kraayt Dragon cave
Unknown World: Emitter on The One's body
Yavin Station: Suvam Tam will sell you 2 emitters (1 in each of his 2nd and 3rd inventory iterations, available after Leviathan)

 

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)

 

g_w_kylosaber - Kylo Ren's lightsaber

 

Installation:

 

1. Copy all the files in the Override folder of this .zip into your Knights of the Old Republic Override Folder
2. Profit

 

INCOMPATIBILITY:

 

DUE TO THE UNIQUE WAY THAT THIS MOD IS SET UP, IT IS LIKELY INCOMPATIBLE WITH MODS THAT HAVE A UPCRYSTALS.2DA OR MODIFY UPCRYSTALS.2DA. THIS MEANS THAT MOST LIGHTSABER MODS WILL BE INCOMPATIBLE. IF YOU USE THIS MOD AND OTHER LIGHTSABER MODS AND HAVE PROBLEMS, UNINSTALL BOTH MODS AND REINSTALL THIS MOD.

 

Bugs:

 

Due to limitations with current KotOR modding tools, there are a few very minor issues with this mod. The largest issue is that when you enter any module, the crossguard lightsabers will be extended and will not retract after any period of time. If you hit the "flourish" key or unequip and re-equip the crossguard lightsabers, the saber will retract normally until you enter another module. I cannot fix this bug, it is caused by incomplete code in the tools that we have and I do not have the expertise to edit the tool.

 

Credit:

 

Thanks to Fair Strides for helping me troubleshoot the animation issues I was having, essentially writing all the required scripts for me, and for letting me make this mod in spite of my policy of only working on Sleheyron.

 

Credit goes to Kexikus for the inspiration from your screenshots. They look fantastic so I modeled the screenshots for this mod after your High Definition Skyboxes mod.

 

Credit goes to Kainzorus Prime for the Prequel Robe Replacement mod seen in the screenshots.
You can download it here: http://deadlystream.com/forum/files/file/412-kotor-prequel-robe-replacement/

 

Permissions:

 

Do not upload this mod or assets from this mod, modified or not, to other sites without my express permission. I have uploaded this mod to multiple sites and can provide support on those sites.

 

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.

 

 

Click here to download this file

Share this post


Link to post
Share on other sites

Very nice! Hopefully this works with the unique saber hilts mod

 

Only criticism, however minor - the main blade retains the "blur" as it is swung while the crossguard remains static, though I'm not sure if there is a fix for that. Regardless, not that distracting at all

Share this post


Link to post
Share on other sites

 

Only criticism, however minor - the main blade retains the "blur" as it is swung while the crossguard remains static, though I'm not sure if there is a fix for that. Regardless, not that distracting at all

 

I noted this as well. However, whatever properties make the blade "blur" are locked somewhere deep inside the .mdl and we can't do anything about that with the shortcomings in MDLOps. I did some experimentation and I think maybe it's an emitter that makes the blur, but I can't really be sure. Either way, there's no method of editing it currently.

Share this post


Link to post
Share on other sites

Not to sound ungrateful or anything, but do you plan to make a version for K2? I love the way this looks and I feel it would fit in even better in TSL than in K1.

Share this post


Link to post
Share on other sites
Guest

Not to sound ungrateful or anything, but do you plan to make a version for K2? I love the way this looks and I feel it would fit in even better in TSL than in K1.

 

Same, also a version without Kylo Ren's Saber would be great. 

Share this post


Link to post
Share on other sites

Well after a couple playthroughs, there's a bit of a problem

 

Every time you enter a new module, the blade is already out - but it's not. You can press x to flourish, and you will hear the activation sound. Otherwise, the blade is out and will never close, and your character runs as if holding an inactive blade

 

Tested on both my Win 7 and Win 10 computers

Share this post


Link to post
Share on other sites

Bugs:

 

Due to limitations with current KotOR modding tools, there are a few very minor issues with this mod. The largest issue is that when you enter any module, the crossguard lightsabers will be extended and will not retract after any period of time. If you hit the "flourish" key or unequip and re-equip the crossguard lightsabers, the saber will retract normally until you enter another module. I cannot fix this bug, it is caused by incomplete code in the tools that we have and I do not have the expertise to edit the tool.

 

 

This is a known bug and is not correctable through any current means. It unfortunately is a problem with MDLOPs, and I do not have the knowledge to fix MDLOPs. As stated, a quick flourish or equip and unequip should make it retract.

Share this post


Link to post
Share on other sites

Isn't this the same issue that the cyan lightsaber had? I know we've had mods that fix that. Maybe you should compare the original cyan lightsaber model to to the mods that fix the problem to try to find a fix.

Share this post


Link to post
Share on other sites

Isn't this the same issue that the cyan lightsaber had? I know we've had mods that fix that. Maybe you should compare the original cyan lightsaber model to to the mods that fix the problem to try to find a fix.

 

As far as I can tell, the defaul cyan lightsaber doesn't have problems at all? At least it appears not to have the same issue when switching modules. In either case, such a problem with the default cyan lightsaber would be easily fixed by simply hex editing one of the other lightsaber models to use the cyan texture, and then renaming the files.

 

You'll probably also note that other lightsaber mods which change the hilt geometry do not have this problem. This is because other lightsaber mods do not change the blade geometry. When changing blade geometry, something is lost in the MDLOps replacement. That's where the root of this issue lies.

 

Early on I had experimented with several ways to do this mod. My first hope was that I could animate the blades and export them through MDLOps 0.6a, which supports animations to an extent. This was somewhat successful, and I was actually able to get a working lightsaber in the game. However, the blade blur that you see on normal lightsabers was missing. I can't remember if the ever-extended blade was another side effect, but the lack of blur was extremely distracting and looked terrible in itself. I was able to deduce that the blur came from emitters, which aren't able to be exported through anything except for KAurora, which doesn't support animations or anything that a character wears or holds.

 

So, I was stuck having to use the replacer to replace the blades, and this extremely minor bug of the blade not retracting without a flourish was the cost. I firmly believe I have done everything within the bounds of our modding tools that I can to correct this issue, but unfortunately our tools fall short in places from time to time.

 

The only mod that I can think of that does something similar is Oldflash's/Darth InSidious' Forked Lightsabers, which is for TSL. I will download and see if it has the same issues, but keep in mind that it is for TSL, which does have differences.

 

EDIT: I just confirmed that the Forked Lightsabers mod does have the same issue. I rest my case.

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Sign in to follow this