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About This File

This mod fixes the base lightsabers to be a bit higher in the hand. If you notice, all of them are held very low in the game, it looks unnatural. All single hilts are affected, including Luke's, Desann's, and the Reborn hilt, but not Kyle's hilt, as it wasn't needed. Staff hilts were fine as well.

 

 

See the pictures attached.

 

Hopefully no bugs with animations or anything like that.

 

I'm surprised this wasn't done before, as this has bothered me for years.

This file is not developed, distributed, or endorsed by Activision Publishing, Inc., Raven Software, Lucasfilm Ltd., Disney, Inc., or any of their affiliated entities. All trademarks, copyrights, and intellectual property rights belong to their respective owners. Star Wars®, Jedi®, and Jedi Knight® are registered trademarks of Lucasfilm Ltd.™ and Disney, Inc.™. This file is intended for educational, non-commercial, or fan-based use under the principles of fair use. No copyright infringement is intended. Any claims of ownership or DMCA takedown requests can be submitted here.

Purbsi likes this

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Archangel35757

Posted

Every hilt I see looks improperly scaled too large... Someone should check their scaling against the real-world props from the prequels.

krkarr likes this
Cloud Senatu

Posted

Always noticed this issue, and always saw it exploited because of the range it would grant.

Really glad this is done! Now people can't exploit the saber hilts for their range..

z3filus, Evulant and krkarr like this
Langerd

Posted

Very strange issue O.o why they made them like this??? This is very nice improvment . Pity i t doesnt on all sabers but this would be to much work. Nice Job!

krkarr, Evulant and Purbsi like this
Rooxon

Posted

Yes, the vanilla hilts do seem too large. Maybe they've done it like that to make the sabers more noticeable, since you can take a good look at them only in the menu. About that, for JK:Enhanced, would it be possible if the sabers were upscaled in the menu? So they're bein viewed much bigger, I mean.

krkarr likes this
Aidor

Posted

Nice! I was looking for something like this. I hope this works as well with some stances and animations mods which have the same problem with hands and hilts.

krkarr likes this
Archangel35757

Posted

Yes, the vanilla hilts do seem too large. Maybe they've done it like that to make the sabers more noticeable, since you can take a good look at them only in the menu. About that, for JK:Enhanced, would it be possible if the sabers were upscaled in the menu? So they're bein viewed much bigger, I mean.

More likely they were modeled at 100% size and during export they failed to scale them down to 64% like the character is done. Thus they look huge compared to player in-game. Regardless, this should be fixed also.

Circa

Posted

I can scale them down. I actually scaled the Praetor hilt slightly because it's one of my favorites but it's huge. Some of them don't need to be scaled as much, like Arbiter and Firebrand.

Kameleon

Posted

Always noticed this issue, and always saw it exploited because of the range it would grant.

Really glad this is done! Now people can't exploit the saber hilts for their range..

Since this is all just some clientside adjustments, it will make absolutely no difference regarding your range if you use this mod (Which is indeed a nice adjustment! ^^) or not :) If someone went ahead and made a clientside which would give you a saber the length of the map, then you would not be able to deal out damage from a greater distance either :) These things are handled on the serverside :)

Nikomaru14

Posted

This is something that always bothered me too. Glad you fixed it.

minilogoguy18

Posted

It's really not the hilt that's the problem, the tags on the base models are placed wrong but when people make custom hilts they tend to not use a *parent tag and instead let the models center do that job and just move it lower in Y space before export.

 

Fun fact.

katanamaru and Rooxon like this
Circa

Posted

The base hilts didn't have parent tags, though. And it was an issue with custom player models as well, from what I have gathered.

Vulcan

Posted

I'd love to see a rescaled + repositioned saber mod though.

Since they are base sabers, the pack is fully compatible with multiplayer isn't it?

No change of hits or defense I take it, since the server is responsible for that. :P

Circa likes this
katanamaru

Posted

Actually it is because the three single saber stances have the hand tag too high. If you check the sabers in the dual stance or staff stance you'll see they are held lower. You can also use timescale commands and different camera angles to see that the sabers are held lower during all the other animations. Such as the attacks, runs, walks, force, etc.

 

When I made my animations I moved the hand tag in each frame to be correct.

minilogoguy18

Posted

The base hilts didn't have parent tags, though. And it was an issue with custom player models as well, from what I have gathered.

You don't need them at all, the game will just use the models local transform values to use in place of a parent tag.

lang_french

Posted

So simple, but so useful. However, the first thing surprised me was the scale of hilts, which were too big in hand... anything someone told before me sooner in the topic.

 

But when we think about the handle, in the films, actors use the centrifugal force with the stick which be transformed in blade during post-prod, so they hold the hilt some high... But laser has no wheight. Well, this becomes so much easy to make figures and using the lightsaber to hold it at the base low, like in the game. In a scientific point of view, the game was correct.

 

But after all we're agree, this is very better to see with the fix^^

Circa

Posted

I didn't mess with the scale of the hilts. They are the original size as in the game.

KillerRebel359

Posted

that version of jaden looks like mine XD

Circa

Posted

that version of jaden looks like mine XD

Its the default Jaden? How can it be yours? :P

Astrol

Posted

I like this fix, but a few hilts, like praetor and sentinel are upside down (but see the base pictures of this mod). Can it be fixed somehow?

Circa

Posted

They're not upside down. :P you must have a mod interfering somehow. Maybe a backhand saber mod or something?


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