KnifeMaster 33 Posted June 10, 2020 View File [K1] No more unrealistic visual effects This mod was inspired by Shem's Realistic Visual Effects from way back when. For those of you who don't remember, Shem's mod removed speed blur, glowing hands during melee attacks, force wave and sparkly healing animations. I've decided to take things a step farther and remove everything that could be considered unrealistic, such as: - the brief green glow that occurs after being poisoned - anything visual associated with friendly powers (valor, force resistance, shield, etc.) - glowing or smoking hands when using certain powers - the shield-like stasis effect - swirling white lines indicating confusion - the black 'scorch' effect that appears on the ground after some explosions (which is realistic, admittedly, but looks like hell) - the 'goo' effect that appears after smashing Kinrath eggs (which is also realistic, but, much like the 'scorch' effect, looks horrific in-game) - animated scopes (power blast, sniper shot, etc.) Why do something like this? Personally, I can't stand the glowing, sparkling and otherwise silly or ugly visual indicators in KotOR. This sort of thing might be useful for anyone looking to create machinimas... which probably aren't a thing anymore, but oh well. I've also included a couple optional extras: a blank texture that replaces the blue nebula thing - which can be seen during a variety of in-game cutscenes and typically looks pretty bad - and also a reworked camera. The edited camera definitely isn't for everyone, but to me it looks more modern without going totally overboard. I've adjusted it so that there are no differences between the default, combat and Ebon Hawk camera angles. This probably isn't compatible with other mods that alter 'visualeffects.2da' or 'spells.2da'. I don't use K1R, so I'm not sure whether or not there are any conflicts. It will work with the Community Patch, however, but you must install my mod afterwards. And finally, a huge thanks to Fred Tetra for his KotOR Tool. Enjoy. Submitter KnifeMaster Submitted 06/09/2020 Category Mods K1R Compatible No Quote Share this post Link to post Share on other sites
DitzyDez 0 Posted May 9 Is there a tslpatch version of this somewhere? There's no way Ima use this as is. It would have to be the only mod I install that uses those 2das and that's just ridiculous. I have like 30 mods that use those two 2das. Do you need help making a tslpatch? I could do it right fkin now. Its easy as hell. I could make this mod an executable installer in 10 minutes. But like everyone else who does it this way, you dont include anywhere what rows u added to those 2das, so no one can make a tslpatch for this until you supply that info. All u need to do is put those rows in the TSLPATCH Changes Editor to make the changes ini reflect your changes. That's litterally it. Pllllllleeeeease consider downloading the tslpatcher and going thru the setup wizard to make this mod an installer 1 Quote Share this post Link to post Share on other sites
Thor110 495 Posted May 11 On 5/9/2024 at 10:08 PM, DitzyDez said: you dont include anywhere what rows u added to those 2das. ChangeEdit would tell you that if you compare it against the original file. You could also install it first and allow other mods to update anything it does, or you could make them a TSLPatcher. This sort of stuff happens, people make mods using the tools they first check out, personally I checked them all out and still built a hard override mod to begin with just because it best fit my project, but since then I have converted my stuff to HoloPatcher, though I think I do have a few left to update. Quote Share this post Link to post Share on other sites