HD mod

Custom client modifications and resources.
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Mario
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Re: HD mod

Post#21 » Mon Sep 07, 2026 8:05 pm

For me it also SEEMS TO BE patch-C. Though I think I may have gotten a crash with it as well, not sure.
If someone is bored enough they could test out exactly which files cause it to crash.

Btw does anyone know what causes the issue with the skin on some races? Mostly females like Night Elves and High Elves. And is there any fix for it?
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Choromatsusan
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Re: HD mod

Post#22 » Tue Sep 08, 2026 3:53 am

Coop13 wrote: Tue Aug 25, 2026 11:54 pm Are textures broken for some things or did I mess up the install?

EDIT: Disabling Patch O (raid visuals) seems to have fixed the textures and the error 132 crash

Image
Ah the famous green hog :mrgreen:
Image
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Gabr0x
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Re: HD mod

Post#23 » Tue Sep 08, 2026 5:41 pm

Thanks for the feedback. Unfortunately, even after disabling Patch C, I was still getting Error 132 crashes.

For now, though, I’m perfectly happy with the game visually using the working patches available through the launcher:

DXVK v2.7.1-1 / NamPower v4.6.2 / UnitXP v89 / SVG Vanilla Fixes v1.5.3 / Vanilla Helpers v1.1.2

This setup already gives me everything I need graphically, so I’m keeping it simple and stable for the moment.

Once Poulpy’s architecture has defeated the current DDoS attacks 😄🐙, I’ll do my best to contribute back to the community by testing the patches involved and reporting which combinations appear to trigger — or avoid — the Error 132 crashes.

One battle at a time. 😄
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Gabr0x
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Quick update on my previous post

Post#24 » Sat Sep 12, 2026 6:35 pm

Since then, I’ve updated the patches using the latest versions available from Project Reforged and also installed a few additional ones.

Everything is now working perfectly. The game looks excellent graphically, all the patches are working together without any noticeable bugs, and — most importantly — I haven’t experienced a single ERROR #132 crash like I was getting before.

So far, the whole setup is extremely stable and I’m really happy with the result.

For anyone interested, I used the updated patches available here:
https://projectreforged.github.io/vanil ... ds/turtle/

I’ll keep an eye on stability over time, but at this point everything is running flawlessly. 👍
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Mario
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Re: HD mod

Post#25 » Sat Sep 12, 2026 7:41 pm

I also had a bunch of 132 errors but it turns out I applied some tweaks to the view distance with the launcher and forgot about it.
You shouldn't set the World Distance above 2000 (I set it to 1500 which is already a lot), and Ground Clutter Distance above 200ish. That is a sure thing which can cause problems. If you have those set to default values, the regular HD mod files from the reforged website should work fine (except the skin issue).
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Vai
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Re: HD mod

Post#26 » Sun Sep 27, 2026 3:08 am

projectreforged gives me a missing moonwell texture if using environements + doodads... Someone never tryed using those without the building patch ? :\
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Mario
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Re: HD mod

Post#27 » Sun Sep 27, 2026 7:37 am

Vai wrote: Sun Sep 27, 2026 3:08 am projectreforged gives me a missing moonwell texture if using environements + doodads... Someone never tryed using those without the building patch ? :\
It's best if you use all the patches together. I do and they work well now (I figured out what I was doing wrong).
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Jackobss
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Re: HD mod

Post#28 » Mon Sep 28, 2026 11:24 pm

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Jackobss
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Re: HD mod

Post#29 » Mon Sep 28, 2026 11:32 pm

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Nick0
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Re: HD mod

Post#30 » Fri Oct 02, 2026 3:00 pm

Have you checked how rifles work with these HD models?
Because in the case of undead character the spawn point of the bullet is totally wrong,it spawn to the left of the character.
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