fixes model stretching across the sky, on a few levels, when vertex buffer objects are disabled
Permissions and credits
Credits and distribution permission
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
Upload permissionYou are not allowed to upload this file to other sites under any circumstances
Modification permissionYou must get permission from me before you are allowed to modify my files to improve it
Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
Asset use permissionYou must get permission from me before you are allowed to use any of the assets in this file
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are not allowed to earn Donation Points for your mods if they use my assets
Author notes
This author has not provided any additional notes regarding file permissions
File credits
This author has not credited anyone else in this file
Donation Points system
Please log in to find out whether this mod is receiving Donation Points
This fixes a few bugged models that stretch across the sky when Vertex Buffer Objects are disabled in the .ini. This seems to only be a bug in the Aspyr updated version.
!!! IMPORTANT !!! It seems there is a lot of crashing when disabling vertex buffer objects in the ini. I suggest trying an Opengl to Vulkan wrapper to work around any modern gpu driver issues. Download mesa-zink-x86-XXXX.zip (might be hidden, click 'show all') from the repository and extract to your main game directory(where swkotor2.exe is).
Disable Vertex Buffer Objects=1
Currently Fixed: - Valley of the Dark Lords - deleted the bugged model that is barely visible in the background of the level - Khooda Plains - moved the trees, in front of the cave, to a different model - Refugee Sector Girl - found a working face model and working hair in the game files, painfully combined the 2 in a single model - Bastila's Head - changed her hair from danglymesh to trimesh