STAR WARS™ Knights of the Old Republic™ II: The Sith Lords™

STAR WARS™ Knights of the Old Republic™ II: The Sith Lords™

Improved Peragus Asteroid Fields
76 Comments
Goat Pellet 3 Jun, 2019 @ 7:08am 
Where do I send the ketchup? To the guy with potatoes?
Людишка 31 Jul, 2018 @ 11:07am 
Можешь добавить в мастерскую русификатор от Андрея Чащинова?
DarthMagus 24 Jun, 2017 @ 4:44pm 
Sorry if this has been adressed already, but is this compatible witht he Space HD Retexture mod?
Paul 26 May, 2017 @ 2:22pm 
i need some ketchup
Popdartan 31 Aug, 2016 @ 5:50am 
So many potatoes
Michael J. Caboose 12 Apr, 2016 @ 7:41pm 
@LunarD3ath I felt the same about Dragon Age Origins. The origin story? Fuck that make me a grey warden badass. Looking back they were the some of the best bits
Finical 10 Mar, 2016 @ 8:50pm 
@Sgt. Doorman I don't know if that was a joke, but it made me laugh. Yes, Peragus was always my least favorite level in KOTOR 2. Now, though, I feel nostalgia for it.
gavnub 2 Mar, 2016 @ 7:57am 
Good job, but to be honest, why would you want to play peragus.
D0C 27 Dec, 2015 @ 7:00pm 
Im liking it
Dahigee 19 Nov, 2015 @ 1:41am 
It's good if you don't just skip this area with a mod (Which I did, screw that area)
sushicat 29 Sep, 2015 @ 4:33pm 
good very good
951Jimbo 6 Sep, 2015 @ 11:18pm 
Ty, looks and works well:wizorbwink:
Kasenumi 14 Aug, 2015 @ 10:40am 
Though Peragus is only a short episode in KOTOR 2, such little things and improvements make me feel better. The mod changes *paper* asteroids into real asteroids.
One of my favourite mods for KOTOR 2 on Steam Workshop.
Waiting for next graphic improvements of KOTOR 2 from author.
Qirate 8 Aug, 2015 @ 11:26pm 
Another crash for me.
[KF05] Lunne89 7 Aug, 2015 @ 12:50pm 
I will +1 on the crashing.
knotz909 7 Aug, 2015 @ 12:22pm 
It's the little things
Lithrus 1 Aug, 2015 @ 7:09pm 
Its really nice, and hey, other Nihilus! :D
Dave Mustaine  [author] 30 Jul, 2015 @ 1:07pm 
... That's why it's so weird that a select few have apparently had problems; the only possible issue that I can imagine would be if the texture file got corrupted, and in that case, the game would just default back to the original texture or just be missing in game. I don't understand how something so simple can be causing half a dozen people to crash. Very unusual. (2/2)
Dave Mustaine  [author] 30 Jul, 2015 @ 1:07pm 
@Zone: Yeah, I find it weird that anyone at all has had issues and it leads me to believe that it's a problem with the way Steam Workshop interacts with the game's files in some rare cases. 99.9% of people that have subscribed to this mod are having no problems, but a few have commented with issues like yours. It's very odd because the nature of the mod is such that it shouldn't be possible to cause crashes no matter what.

In KotOR I and II, there is a folder in the game's installation directory called "override," which is where simple mods like mine go. The two textures changed by my mod are EBO_Astr.tga and PER_As02.tga, and when you place a file with the same name as an existing game file into override, it uses the file in the override folder instead. So, instead of loading the normal EBO_Astr.tga and PER_As02.tga files, the game uses the ones that I created and placed into the override folder instead. ... (1/2)

Lunchtime Zone 30 Jul, 2015 @ 12:38pm 
Well, I don't know. All I know is that I can't play with it, which is a shame. These textures look nice.
Dave Mustaine  [author] 30 Jul, 2015 @ 12:00pm 
@Zone: A mod that changes 2 minor textures does not cause crashes. Perhaps the Steam Workshop is screwing up other KotOR II files in some way when you have the mod installed, but the mod itself is not and can not be directly responsible.
Lunchtime Zone 30 Jul, 2015 @ 11:49am 
Weird. This mod causes crashes at the begining of the game (Ebon Hawk Tutorial). It crashes just before the tutorial voice says "...Ebon Hawk" which is also the time when camera exits T3's first person view. With this mod, I cannot skip it and it results in a crash. Without this mod, I can skip anything and no crashes.
Dave Mustaine  [author] 28 Jul, 2015 @ 1:08pm 
@JaceDaGiant: No plans for anything like that, but I think you might be able to find something that does what you want in other existing mods. For example, there is a mod by the name of TSL Visual Enhancement that has had several different versions over the last few years which overhauls the game's textures. I don't like all of the changes because some of the differences stray too far from the game's original style, but perhaps one of the releases will have a version of Dxun that you like (you can even just delete all of the other textures in the mod except for the ones that change the trees you're talking about, but that would require knowing the name of the texture).
Jace7210 28 Jul, 2015 @ 11:57am 
Can you make something like this for the jungles of Dxun? In the areas where you have the ugly 2D trees in the "background" even though you're like two feet away from them. It's so ugly it hurts.
MSephiroth 27 Jul, 2015 @ 2:57pm 
Yeah, I know that very well. But then it's still strange that every time this one isn't part of my mods, it hasn't had that problem at all. But like you said, as great as it is, it's still a wonky game.
Like I said, either way I thought I'd put it here.
Dave Mustaine  [author] 27 Jul, 2015 @ 2:35pm 
@hipsteheero: So you're getting crashes in both the hangar bay area (where you can look through the window and see the Ebon Hawk) AND the fuel depot (where you activate the console as T3 and he gets attacked from behind)? If so, neither of the files in my mod are used in the fuel depot section of the game... so they can't be responsible for crashing in that area. Sounds like your problems might just be general game instability and may not be caused by any mods at all. KotOR II is renowned for its issues on certain hardware and the recent patch might not have fixed everything.
MSephiroth 27 Jul, 2015 @ 2:25pm 
For now I've had it both times that I mentioned on Peragus, the first time when you switch to T3-M4, where I'm still really confused as to the EXTREME low damage I do to those droids, and the great amount they do to me. But that's completely besides the point xD

So, first time: When you're with T3, when I tried accessing the console to repair it with the parts.
And then after: As soon as I had turned it back on, the earliest next console that followed, just before T3 gets shot.
Dave Mustaine  [author] 27 Jul, 2015 @ 2:17pm 
@hipsteheero: Which area of the game are you in when the crashes happen?
MSephiroth 27 Jul, 2015 @ 1:16pm 
LOL, that's what I figured, it was the one I suspected the least amount of issues from, and at first it seemed to work just fine. Not anymore, I now basically only have TSLRCM 'subscribed' I had more first, but I removed all those because I thought it was one of them, then when only TSLRCM and this one were left, I removed this one and voila, no issues. But then I put it back, and a few minutes later first console I come across, bam, it crashed instantly again. I just figured I'd let you know. I know it's totally weird and not much to do about it, but after it happening so specifically and resolved after this one being removed, it does show SOME sort of connection.
Dave Mustaine  [author] 27 Jul, 2015 @ 12:32pm 
@hipsteheero: I'm not sure how I can help you. There is no possible way for this mod to be causing your problem. It replaces two minor textures that only appear in a few areas of the Peragus section of the game. Even if it were possible for it to cause crashes, the issue would certainly not be triggered by you interacting with a console. Are you using any other mods?
MSephiroth 27 Jul, 2015 @ 12:23pm 
I have had this multiple times, but every time I have it on, when I access a console, the game crashes. Then when I unsubscribe from this one, it doesn't anymore.
holden 27 Jul, 2015 @ 10:03am 
Nice little mod :)
Dave Mustaine  [author] 26 Jul, 2015 @ 1:29pm 
@ice-Fox (SWE): Well, I'd love to, but I don't really have the artistic competence to do any major redesign projects, so any future mods I make for the KotOR games will probably be similar in scope to this one. I had the idea to redo the game's UI with higher resolution icons and things like that (which, to my knowledge, has never been done for KotoR I/II before), but I lack the talent to do a decent job. There are many other graphical update mods that have been released for KotOR I and II over the years that aren't on Steam Workshop, though, so I'd recommend searching for some if you're interested in more mods like this one -- http://deadlystream.com/ is a good place to start looking.
ЧЕЛОВЕК-ГОВНО 26 Jul, 2015 @ 11:04am 
Cool dmmit
Valentine 26 Jul, 2015 @ 9:38am 
Sweet! really good work! are u going to make more?
coremar 26 Jul, 2015 @ 1:44am 
@[CG] Vasilii Zaytsev: Thanks for pointing me at wayback machine, I didn't know about it.

Well unfortunately even the new version of some tools didn't help and now I'm out of options. Maybe somebody else will have more luck than me, but for now higher definition texture must be enough and I'll leave that to you if you don't mind.

Thanks for cooperation :)
-3xA'Lu©κy the disappearing act 25 Jul, 2015 @ 6:14pm 
Great mod - I forgot to say this earlier! It doesn't cause crashes on my game (just got TSLRCM 1.8.4 installed on the workshop and this).

Thanks again :)
RevReese 25 Jul, 2015 @ 11:04am 
@[CG] Vasilii Zaytsev: My apologies, I thought that it would affect the area of the game where you spacewalk outside the administration building, I was sure I had a whole field there before installing this mod but i must have been mistaken.
Dave Mustaine  [author] 25 Jul, 2015 @ 9:40am 
@Sixters: As I have told others in these comments, this mod is not capable of causing crashes. Your problem lies with something else you have installed.

@coremar: The ones outside the ship would be one of the .mdls under 002ebo. Not sure which one. As for the animation stuff, that's something I'm not familiar with. You can probably access a cached version of Star Wars Knights through Google or archive.org's Wayback Machine.

@RevReese: Check the screenshots for this mod. It doesn't change any asteroid fields in that section of the game as there were none there in the first place.
RevReese 25 Jul, 2015 @ 9:22am 
@[CG] Vasilii Zaytsev: I have just installed your IPAF mod alongside TSLRCM and M4-78EP. But upon going on the spacewalk, there is only the odd asteroid flying past not a whole field of them. I have uninstalled and reinstalled but the problem persists. Have I done something wrong?
coremar 25 Jul, 2015 @ 8:01am 
@[CG] Vasilii Zaytsev: I see, the whole scene around the ship is one model file. But I find out that this (001ebo16.mdl) is only when you are in the ship, when outside there's different model file and I'm yet to find this one.

The main problem is the animation. It looks like it is scripted in engine even in for part of the model(or maybe I'm just missing something in 3dsmax), or there are some parameters in that file I can't export with older version of tool used for it.
Unfortunately I can't download newer version with better animation support to find out, until http://www.starwarsknights.com/tools.php is online again.(google failed in finding it somewhere else)

Adding more asteroids or modify them is actually quite easy once it is in the 3Ds max(at least I think so...), but the import/export part isn't working properly, I must do some more research, I'm really new to modding, maybe I'm just doing something wrong....
Sixters 25 Jul, 2015 @ 6:53am 
It seems to make my game crashing right at the start (juste before the "skip tutorial" possibility on ebon hawk), it might be incompatible with other mods i have (i had TSLRCM french, mandalorian banner fix, HD nihilus and hide weapon animation), dou you have any idea ?
Dave Mustaine  [author] 24 Jul, 2015 @ 3:44pm 
@coremar: You can try, but it doesn't look like an easy process. It seems that the 3D asteroid models are not individual; rather, there are several 3D asteroids grouped together and each group moves as a single linked unit. It doesn't appear to be possible to edit the asteroids individually because they're grouped like this within the model file, but I might be wrong as I have very little experience with 3D modelling. If you're interested, you can access the model containing the asteroid groups outside the Ebon Hawk during the interior section of the prologue (that's module 001EBO; the asteroids are visible through the ship windows in this area) and see for yourself. They are stored under 001ebo16.mdl. Perhaps you'll have more luck than me.

At the very least, I was finally able to locate the texture responsible for most of the 3D asteroids (EBO_NAst.tga), which I was unable to find previously. This will allow me to upgrade those textures, too, in a future update to this mod.
coremar 24 Jul, 2015 @ 12:43pm 
@[CG] Vasilii Zaytsev: I'm planning to try edit those 3d models, but the problem is that I haven't found the original model yet. File names for this game are just shortcutted mess.
Abdullah 23 Jul, 2015 @ 11:54am 
gfhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh
Dave Mustaine  [author] 23 Jul, 2015 @ 11:13am 
@spectre352: Yeah, unfortunately, the asteroids you're referring to are actual 3D models that float around the level, whereas the asteroids I changed are simply 2D textures that rotate around the map at a distance to give the illusion of a 3D asteroid field. Editing or adding more of the 3D asteroids is much more difficult and something I'm not familiar with.
ComplementaryWater 23 Jul, 2015 @ 10:53am 
THis is a nice little touch, will say though that the space walk in front of administration (as well as the hangar and the Harbinger command deck) isn't completely covered with the new asteroids. You're probably aware of this, though, and im good with any improvements to a game this old
Sturgeon 23 Jul, 2015 @ 9:43am 
Fantastique! this is such a small nuisance to me, but i am glad you have made this mod for yes! i agree that original textures were definitely eyesores
gabara 22 Jul, 2015 @ 3:32pm 
@[CG] Vasilii Zaytsev, Yeah, think I'll stick with TSLRCM and M4-78 for now and give this mod a try. Sorry for the mixup. Thanks for you prompt replies!
Dave Mustaine  [author] 22 Jul, 2015 @ 3:29pm 
@eslave242: That makes more sense. I've used that mod prior to yesterday's update with no issues, so I guess the update made it incompatible. Keep in mind that the Invisible Headgear mod currently on the Workshop was not uploaded by the original creator, which means that it was not properly tested on the new version of the game and the person that uploaded it to Steam cannot provide you with much, if any, support. I've already seen several mods being uploaded to the Workshop by people that are not the original creator(s) and are doing so without permission, and while it's good that more people will get a chance to play these mods, it means that people will have problems like yours because the actual creators of the mods are no longer able to be responsible for the content.

@Trying To Learn Supp0rt: No problem. Glad you were able to find the real source of your problem!