By RJAIt's finally happening ! The Last Epic Challenge Mod is here !
The Death Sower, an uknown force user, plans to destroy all force users because he thinks that they are the source of every problem of this galaxy. He is not wrong. But he broke your holidays. You must beat him.
Travel around old sith temples, jungle islands, spaceports, dark caverns and other places...
12 DIFFENTES ENDINGS :
The specificity of the mod, is that you can play 12 differents mods in one. Some paths are very differents than the others, some very close...
You can just do your duty to the Jedi Temple, or become the Evil Galactic Emperor, ruling all the world by yourself !
Feel free to share your experience in the Epic Challenge Mod forum section !
You simply have to put all the files in /gamedata/, and launch the mod clicking ECMIV.bat
Make you have the 1.01 patch installed,
AND EAX SOUND ACTIVATED.
If not, you will not hear anything during the cutscenes !
External Content Used / Credits:
SKINS I USED FOR MY NPCS:
Inpsyte - ModSect Evil Skin Pack
Eric Landreneau - Royal Guard, in this one you'll fight him.
JC Jedi - Unable to find the author, if he could contact me...
Lervish - Nexu and Reek
Luckxzs - Rancors
Slice, Dice and Mince - Melee Mod
es0 - Old Jedi Outcast Maul Model
Tobe_One - Ifrit Skins
Spanki - Jedi and Sith Pack
Omega1 - Classic Jedi Project and Classic Journeyman
GPChannel - Kyle Katarn Reskin Customization
Raven Software - JK2 textures.
Sith J-Cull - Lava Texture from SJC Map Pack.
Trent_Easton - Interceptor Planken Texture
Onobi Foondu - Valley Of The Kings Textures
The New Order - Ultimate Hilt Pack
Plasma - Lightsaber Hilt Collection
CODE AND WEAPONS :
All credited in the End Credits...
And thanks to wife and best friend for the help and voices !
By XamxaramAbout this file
For some years I tend to build some maps for Jedi Academy, but have never finished a project really ? But not this time. Therefore I present to you: Mission to Bespin
Mission to Bespin is a singleplayer map and part of a little project of mine to "improve" the main game, by addressing It's main shortcomings (too short, Cult is not really fleshed out).
Thererfore Mission To Bespin is a kind of Tier 1 Mission (Forcepowers Level 1), where you explore an old mainetance depot in the skies of Bespin.
Content: One map
Supported Language: Only English
Custom NPCs: Yes (even one new Skinset)
Specials: Enemies with stun buttons (how I missed this JK:Outcast Weapon)
Readables: Yes (though I am not an native English speaker I tried my best)
1. Unpack the Archiv (Mission_to_Bespin.zip)
2. Copy the Mission_to_Bespin.bat and the Mission_to_Bespin folder to your "LucasArts/Gamedata" folder
3. Execute the Mission_to_Bespin.bat and the game should start. Simply start your mission by "New game" in the main menu (no console needed)
Thanks to all the modding community and all your great missions and tutorials. You kept my motivated to share this little project of mine.
Thanks to the Dark Forces team (I took one of their textures and one model I guess and I loved this mod)
I had no Beta testers. Hence: Please report any bugs you stumble across, so I can update the file. Also any feedback is welcomed.
By nathan Sbased on The Mandalorian Disney+
all jedi npc replaced with Mandalorians
all jedi sabers have been replaced with swords
all force ability's have been replaced with Mandalorian tech
unfinished still in bade, need feedback
By JKnewGuyThank you for downloading Sith Vessel!
This abandoned Sith training vessel provides you
with a training room that can load different opponents.
Activate the thrones to spawn enemy groups.
Multiplayer version is in the making.
-- Installation --
1) Extract the floder
2) Copy the jkNG_sith_vessel_sp.pk3 in GameData\base directory
3) Type map sith_vessel_sp into the console.
By jerethDark Forces Robotics Facility - Remade for Jedi Academy
Release date March 2019
How to install
Unzip the contents of DF_Robotics.zip into your GameData directory.
Run Jedi Academy, single player mode.
Go into Setup, click on "Mods", and select DF_Robotics
Type "map robotics" into the console (shift + ~ to open console)
This is my first complete mod for the Jedi Outcast / Jedi Academy games. It has given me an opportunity to learn how to create JA maps with GtkRadiant, write scripts, make shaders.
The textures are mostly crude imports directly from Dark Forces and are therefore low-res and not very nice looking. Map brushwork is mostly low in detail and I have not put a huge amount of effort into lighting. The aim was to create a complete, playable level on a small time budget. I hope that people still find it enjoyable and nostalgic.
Thank you to the makers of the DFMOD for the switch textures... and for the inspiration.
Mod Name: Classic Jedi Project Replacements
Models and Textures: Toshi, DT85, Plasma, Omega
I have always been irritated with the changes made to the Jedi look (as well as overall concept) that was introduced with the prequels (from the shorter and
fancier robes, to lack of Lightsaber D-rings), so consider this a return to formula, returning the look of the Jedi to that of what we saw from
Obi-Wan (Old Ben) Kenobi and the redeemed older Anakin Skywalker. Just like the Original Trilogy concept of the Jedi appearance I used traditional Samurai and
medieval Knight robes as a basis.
Replacements: Luke, Kyle, Jedi, Jedi 2, Jedi Master and Jedi Trainer.
Team Skins: Yes
- Slight clipping in certain animations due to the way the JKA skeleton is setup.
- No model caps.
Copy the contents of the zip file over to your "Jedi Academy\GameData\base" Folder.
Vanilla JKA can be very edgy when using model replacements, the most common problem being "Run out of transform space for ghoul2 Models. Adjust MiniHeapSize in SV_Spawn Server". To fix this I suggest you download and install OpenJK which can be found here: https://github.com/JACoders/OpenJK
This is basically an unofficial patch for JKA, and I highly recommend it!
If you like my mods and want to see more content, please support me on Patreon: https://www.patreon.com/omegastarvg
By NoodleUPDATE TIME:
- New options and animations have been added to the menu. However, this new update will replace your _humanoid.gla file, so don't use this if you don't want your animations to be replaced! The .zip file will still include the original version of this mod if you prefer it that way.
It's a small menu that allows you to play animations on yourself and another NPC in Singleplayer.
How do I install it?
Put the file zzzAnimMenu_2.0.pk3 on your base folder. This file will not work if you have other animation/menu mods (unless you edit it on your own to make everything compatible).
How do I make this work?
First of all, you must enable cheats on your game.
Then, to activate the menu you should bind it to any key like this:
bind j "uimenu emotemenu"
Press J (or any key really) and the menu should pop.
How do I make it work on an NPC?
You must spawn an NPC with the targetname npc1. How? Like this
npc spawn reborn npc1
After you've done that the NPC will spawn and all the commands on the NPC1 Animations menu should work.
You can also apply this to any NPC with a proper targetname if you know the script path to each animation. For example, by typing "runscript npc2 animations/a1" you'll make an NPC with a targetname "npc" use the animation that the script a1 triggers.
Can I bind the animations to a key?
Yes you can. Each animation is linked to a script so the way to make it work would be by binding the key to a runscript command, like:
bind F5 runscript animations/a1
Then press F5 and it should play an animation.
If there's anything you want to do with this file, go ahead and do it. Don't bother giving me credit for anything because I don't give a shit about that kind of stuff:
By JKnewGuyThis map has been created to refresh my GTKRadiant knowledge but it turned out to be fun, so I've decided to share it. It has about 10 minutes long depending on how good you are or how much you cheat.
You can play on any force levels it doesn't break the flow of the map. Only base content was used. Tried to make it look like Outcast.
Also there are no cutscenes so...
You have been captured by the imperials. To break out from the prison you must disable the security force fields by turning off the main generator. Then you must find a Tie-Fighter to escape.
I hope you will have fun!
Thank you for your feedback! Please view the change log for a list of updates. As always if you encounter any issues, do let me know!
About the mod:
Please unzip the NewBeginning.zip folder and extract the contents to your Gamedata folder. Once installed, you may use the included "newbeginning.bat" file to load the mod for you, or you can load it yourself from the usual setup -> mod screen in single player. These instructions should apply to a disc and Steam installation (as I've used both!)
This is a single player mod set one year after the original game (Light Side ending.) You will play as a new character over two levels (discounting cinematic maps.) The first level takes place in the Jedi Academy and the second takes place at one of the many training grounds. I strongly encourage you to explore the first level as there're a fair few secrets and Easter Eggs to be found! It was designed with the original Jedi Outcast level in mind, which means you could end it very, very quickly if you wanted to bypass the fun of exploration and move onto the trial level.
The trial is the same one that was originally released here on JKHub with minor edits. I wanted to place emphasis on the Yavin Temple in order to receive feedback while I work on a brand new trial level and the first mission beyond the Jedi Academy.
If you encounter any bugs- Oh, God. Please, please don't tell me you've encountered any bugs. ;_; My head might implode!
Special thanks to Circa for play testing at various stages of development! Additional thanks to everyone over in this thread for providing so much help (still).
Problems with the .bat?
A Windows 8 tester did seem to be having a problem loading the mod with the .bat provided. They overcame this by creating a shortcut to their jasp.exe. (Right-click, copy, paste shortcut)
Open the shortcut's "properties" and then move to the "shortcut" tab. Then, add the following (after a space) onto the "Target:" field: "+set sv_pure 0 +set fs_game newbeginning"
"C:\Program Files (x86)\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData\jasp.exe" +set sv_pure 0 +set fs_game newbeginning"
I hope this helps!
By IrocJeffA single player project for Jedi Academy set after the Battle of Yavin and before the Battle of Hoth. You take on the role of a Rebel agent sent to the Bajic Sector to explore an unknown outpost that has the top brass at the Rebellion interested.
*It is up to you, the player, to seek out the blank, "black textured" computer terminals to learn about what is going on here. Through this information you will be able to piece together the story. It is also up to you to take the time and look around to try and get an idea on what is going on.
Please read the README included.
By ReserectionInspired from Man of Steel
Releasing for upcoming Justice League Movie
Created for Single Player Use
Has Superman abilities
Also can not be grabbed by Rancors.
Did not want to add
Please looking for help of actually modeling and/or to simply add cape.
By RJA(PLEASE READ THE IMPORTANT.TXT FILE IN THE .ZIP BEFORE PLAYING, AND PLEASE DOWNLOAD THE TWO LITTLE FILES UNDER THE CREDITS).
NOTE: EAXSOUND need to be activated for ROQ videos.
Epic Challenge Mod III is the third mod of my creation for SP.
"Darth Lawn (ECMI villain) raised from the grave and conquered the galaxy, using the Zone Of Trouble, an ancient and absurd Area full of portals which allow the user to travel around differents worlds in instant. Kyle Katarn must stop him, but he will not success alone...
With the help of Luke Skywalker, Lana and Duncan, will you be able to accomplish your destiny ?"
This mod takes things in another level. I would say mapping has improved, game design also, and maps are a lot more various.
In this one, I created A LOT of new ennemies, sometimes 4 just for one map. I offer variety, different worlds, more than 32 maps to play (and replay ! "South Plain" is a central map which allow you to revisit some ancient maps, keeping your progress and update...), the possibility to get new powers (like metamorphosis on certains platforms), mind control and something new: you will not play only Kyle, but you will be able to play also Lana and Duncan, two invented characters.
Game is based from UbiSoft's underrated Tonic Trouble and from my mind.
There are some bugs and things to know, so READ THE IMPORTANT.TXT file before playing ! Trust me, it's important.
JUST NEED TO TALK ABOUT SOME OF THEM HERE:
- When you are a reborn you can't jump very high, so not forget to explore all secrets zones in Kyle. You'll understand.
- There is a bug in one map, you have a blue lightsaber instead of the violet one. The bug only occures in one map.
I would also say that I advice you to wait one second at least at every map begining because there are sometimes .roq cinematics.
Cinematics and voiceovers are not quite good, I admit it... it's more a test, because it's new, but I had fun making it, with the others persons who played the voices, so I think you'll find it funny... or akwardly fun...
The secrets are not like ECMI and ECMII. In this one, you'll find "E" letters, from "Epic Challenge Mod". Every time you found one, just screen it, send me it on JKHUb (personnal message) and say how you found it. Every time you do this you'll get points. "Blue E" are 5pts, "red E" 10pts and "green E" 50pts.
There are only three green E in the mod. If you found them, very good !
NOTE: If a "E" color change, it means it's a new "E" and you can screen it again.
So enjoy it, and may the force be with you !!!
TO INSTALL THE MOD,
extract all files in your game directory (LucasArts/Star Wars Jedi Knight Jedi Academy/gamedata/)
Make sure you put all files and folders in gamedata. You must have ECMIII pk3 in "gamedata/ECMIII"
I HIGHLY recommand you to make an empty copy of JKA before playing my mod, because it is huge and adapted to an empty basegame. I can't assure you it will work if you have 137 .pk3 in your base/ folder...
This is only compatible with Windows.
You need all ECMIII gamedata files to not get an error. So not forget to make a copy of your gamedata folder before overwriting it with my files.
TO PLAY WITH CORRECT LIGHTSABERS (FOR ENNEMIES), PLEASE DOWNLAOD THESE TWO LITTLE FILES:
TWO TEASERS OF THE MOD:
By LangerdWell.. here it is.. my biggest Live project.. Cloud City Sp Mission with Darth Vader as the main character. I Hope You will like it!
To install: put this file in Your academy folder.
-Cloud-City-modification in the gamedata folder
-Cloud-City-modification BETA.bat file in the same folder
To play: Start the game with the batch file. To start the cloud City just click new game and diffulty level. The map will load.
If it will not work just type : Devmap Cloudy in the console
Credits of creating the story and the maps with the new model objects weapon models goes to me AND of course thanks to the :
-All Jkhub Members and Jedi Academy Artists - mentioned them in the Credit Table.
Thanks Them for support and permission to include these awesome models to my modifications! All credits go to them and look for their other awesome projects here on JKhub .
The modification change some weapon models and their ammo , fire rate amount. Make Sure You dont have any other WEAPON.Dat in one of the other files.
Many thanks for the waiting and support Guys! Enjoy slicing bespin cops
Many files of this mod are not 100% used in the story... these are stuff i made but they are not end yet.
There are weapon look changes:
-blaster pistol is now Dh17 made by me
-Heavy Repeater has now new better model! made by me
-Flechette and E-11 has changed look too - flechette look similar to it
-trip mine model changed too.
And new player models and changes (that i made):
-Darth Vader has new diffrent animations!
-Raxle Vercel and the group of jedi
-Bespin Cop Elite soldier - white armor soldier (these guys has more hp cant remove their weapons from their hands and they fire their weapons much quicker)
-Bespin Pilot Model/skin
-Changed imperial model (Textures by Hapslash) to make one look like Daine
-Made Ugnaught vehicles - replacing mark2 and made giant Ugn mech
-Royal Guards - Red and Black Version
-new rebel skins
-made new animation to the R2D2 - Death Animation.
For Npc files You can check them in the cloud.pk3 and see the npc files.
For all maps You can check! (they are mostly bonus not finished maps):
Thanks guys patience .. ENJOY!
By tobe_oneNeo Dark Ages (SP)
Last updated: 05/06/2013
Unzip and place the file named "nda.pk3" to your "gamedata" folder.
Remove the file named "nda.pk3" from your "gamedata" folder.
-Saber Spawn Code-
*saber ____ ____*
-NPC Spawn Code-
*npc spawn ____*
*Odd Number = Team_Player
*Even Number = Team_Enemy
-Horse Vehicle Spawn Code-
*npc spawn vehicle ____*
*if you can't ride the horse, simply jump on it
NOTE: This mod literally would not be possible without the following people. We are _very_ grateful
for their extremely patient help, code snippets and suggestions. If we're missing anyone, holler!!
[ NDA team and contributors credits ]
>> 2D Designs & Texture Artists:
>> Environment Artists:
>> Music Artists:
>> Retired/Inactive Artists:
[Other credits ]
>> The dudes at #jacoders, especially:
>>Certain levels contain music not created by the staff, we do not and will not take credit for
their creation and these songs will be replaced by that of our own RascHu in future updates.
THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY ACTIVISION, RAVEN, OR
LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS
ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.
The authors/contributors of this mod are not (and cannot be held) responsible for any damages done to your
computer/data or any other unintended results from using this software. It is tested and used by the author(s)
to hopefully avoid any problems, but, ultimately... !!USE THIS SOFTWARE AT YOUR OWN RISK!! You may not
use any assets contained in this mod (or related files) separately without explicit consent from the
author(s) involved; unless clearly specified in this document. You are free to distribute this file
(and support files) as long as they are done so in their entirety, and include this unmodified readme
document. We reserve the right to modify and/or remove this mod from circulation.
Any extra content provided within this mod overlooked or otherwise is owned by it's rightful owner, we take no credit in it's creation.
By axanikThis is just a reskin of Hapslash's Dooku.
I'm still working on the hood, like that when he's was in clone war series
Just put it in the base folder and you find him on the SP menu
Hapslash's for body and head
kibasennin for clone wars textures
and axanik all icons torso/head/lower
By CircaThis is a single player mod that completely changes Rosh to be a Rodian. His model is now a Rodian but with Rosh's body. His outfit was recolored to better blend with his new skin color. All of Rosh's dialogue was changed to Rodian dialogue from KOTOR. A couple other minimal changes.
Make sure you have subtitles on for all dialogue. To do that, open the console (SHIFT + ~) and type /g_subtitles 1
If you hate Rosh, this actually drastically makes him more pleasant of a character. His voice is different. His image is different. Your eyes and ears will no longer bleed because he's on the screen!
-===- Known Bugs -===-
Some dialogue might slightly be too long or too short. None should be too drastic. If anything, it'll show that Kyle and Jaden are tired of hearing Rosh open his mouth.
By DustyWarning: this mod uses it's own _humanoid.gla
Unfortunately in JA, looping animations played backwards get stuck, and OpenJK doesn't want to fix this because it will break save game compatibility. So the only way I could fix it was to create new animations with the frames in reverse order...
-- backwards walking for all saber styles corrected
animations do not get stuck, and the duals/single saber animations are much better for guarding
-- stagger animations for all saber styles are much more consistent now (when your attack is knocked away by a stronger defense)
Single saber is not so slow at recovering, nor are Staff and Duals so fast
-- parry/deflection speed increased by 25% (Medium style), 30% (Strong style)
basically you recover faster after parrying a saber slash or a blaster bolt and can therefore parry more rapidly
-- medium/yellow style DFA now always uses the overhead slash animation instead of the saber poke
the DFA is also sped up slightly for easier aiming
-- Staff and Duals Katas sped up slightly
-- roll animations sped up very slightly
-- punches are a teeny bit faster
-- all regular kicks sped up slightly
front kicks by 1 fps, side kicks by 3 fps, and rear kicks by 5 fps
-- defeated enemies may grunt if you push them or attack them
Jedi are supposed to show restraint...
By OldenburgMy third mod based on HapSlash's Improved Imperial Officer. This mod puts Kyle, Luke, Jedi, Jedi2, JediTrainer, JediMaster in Imperial officer uniforms and replaces Rosh, other Jedi, and Rebels with Imperial officers.
Good question. Because I can.
Why are Imperial Officers studying the force at the Jedi Academy?
Don't think about it too much.
Why hasn't Rosh been frankensteined onto an Imperial Officer body?
Everyone was sick of his face.
Why is Kyle Katarn a Grand Moff?
Don't call him that; titles make his skin crawl.
When are you going to stop making Imperial officer mods no one particularly wants?
When Imperial Officers stop being cool.
Are you from Germany?
Hauptschluss der außerordentlichen Reichsdeputation.
Once again, credit to HapSlash and Cryptaea for doing most of the work.
HapSlash's Improved Imperial Officer with Customization Support NOT necessary.
By OldenburgPlayer can customize an Imperial Officer by choosing from 14,688 22,032 combinations of faces, accurate rank badges and code cylinders, uniform colors, gloves, holsters, and belt boxes.
All these options were possible in HapSlash's original model and Cryptaea's skins, but customization is now made easier using Jedi Academy's interface in Single and Multiplayer.
Most content (modeling and skinning) created by these two aforementioned authors, customization support added by Oldenburg (including icons and minor model edit).
Currently includes three uniforms in customization: olive-grey Naval Officer, black Naval Subofficer/Stormtrooper Officer, and white/black ISB officer.
OB_CustomImpNPCs.pk3 replaces Imperial Officer NPCs in Singleplayer.
See Readme for a list of ranks.
My first mod. Please be generous in criticism.
Team Skins: Yes
NPCs: Replaces Imperials
New Sounds: From JK2
>> Jedi Academy Patch (PC) 1.01 <<
>> Jedi Knight Academy Particle Physics <<
1. You can choose every Saber Type in the start of any new game
2. You can choose a new Saber hilt in the start of any new game
(Kyle, Luke, Mara, Vader, Ben, Qui Gon, Obi Wan, Dooku, Maul, Sidious)
3. You can choose every Saber Style in the start of any new game
(Styles are limited and depends on hilt - Fast, Medium, Strong, Tavion or Dessan)
4. You can choose the Saber color red for every saber type in the start of any new game
5. Kick your enemy if he is close to the end of life
6. Saber staff can cut from enemies and they will weild them in the dual style
7. Use only the truly associated Powers from the movies in the start of any new game
(Removed Force-Rage, drain, protect and absorb)
8. Available Force Powers are now on level 3 in the start of any new game
(Force-Grip, Pull, Lightning, Throw and Speed)
9. Enemies can now dismembered in the start of any new game without use of console, an hex, hook or a trainer!
(batch file, autoexec.cfg and setdismember.cfg are necessary)
01. If you use the previous version, JKA SP Unlocker, please delete the old files before.
02. Extract the content of JKJA_SP_Unlocker_v4.0.3_byNardja.zip and run the setup.exe
03. Choose the directory of your Jedi Academy installation
(C:\Program Files (x86)\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData)
I've compiled the .BAT files to executables with the program Bat2Exe
The execuatbles can return a false AV Positive!
But i guess they are clean and not dangerous!
If players adding new characters after the installation of the Unlocker,
they need a update for the "MENUS.str".
Otherwise species name of added characters or saber names aren't shown.
Secondary links to Main Modification or reverted editions
UPDATED Mediafire-Download Link:
SP Unlocker v403 - Main Edition Setup
SP Unlocker v403 - Auto Block Edition
+enabled Auto Blocking again (Need setcvar.cfg replacement)
SP Unlocker v403 - No Blood Edition (Only main .pk3 file)
-Bloody Dismembered is removed
SP Unlocker v403 - No Blood All Force Edition (Only main .pk3 file)
-Bloody Dismembered is removed
+enabled Force Rage, Drain, Protect and Absorb powers again
SP Unlocker v403 - All Force Edition (Only main .pk3 file)
+enabled Force Rage, Drain, Protect and Absorb powers for NPC's & Player again
(atm the Forces, Protect, Absorb and Shield cause an color change for RGB characters in the time of activation!)
If you want to use Manual Blocking,
01. Open Launcher and click on AUTOEXEC button
02. Change the "MOUSE4" of the command, bind MOUSE4 "+block"
(You can open a HELP.cfg in Launcher with the [?] Question mark button)
If you want to disable the Manual Blocking in reverted editions,
(Download one of the reverted editions above this tutorial)
01. Go to Base directoy
02. Open the setcvar.cfg
03. Now search for the cvar "seta g_saberAutoBlocking" and change the "0" to "1"
04. Open Unlocker_v403.pk3 with WinRAR (Not 7zip or something other)
05. Double click on setcvar.cfg and open it with notepad
06. Search for the cvar "seta g_saberAutoBlocking" and change the "0" to "1" again
07. Save the file and WinRAR will ask If you want to update the archive, click Yes
08. Close WinRAR and start the Launcher
This simple PK3 will fix the issue "Couldn't find model for weapon" for JA:Enhanced when using the Ultimate Weapons mod by BlasTech.
The new weapons that JA:Enhanced introduces (Droid Blaster rifle, Z6 Rotary Blaster, DC-15a Repeater) are unaffected by Ultimate Weapons.
The alterations that Ultimate Weapons introduces to the base weapons are preserved.
By Darth SionDescription:
So with @DT85's permission, I decided to add-in 'Single Player' support to one of the most bad-ass Sith Lords in the Star Wars universe, his incredibly accurate Darth Maul model, that was only 'Multiplayer' compatible, on release. The mod itself remains in-tact, as its original release, with the addition of new .pk3 file for 'Single Player' support. So if you ever wanted to play as the best Darth Maul model out there, in your 'Single Player' game, then look no further.
All credit goes to @DT85, for his talented work on the original Darth Maul model.
By SevenWanted to replace the Reborns because they never were all that intimidating or sith like. You need Spankis Sith Customization pack which can be found here.
Please give suggestions or requests I'm definitely not 100% on any of my choices.
By LancerThe Empire has collapsed, and it's a time of turmoil and great change for the Galaxy. On Bespin, the Imperial forces were driven out. Yet nobody was able to simply forget how easily the Empire had occupied the mining colony. Wing Guard, Bespin's general police and law enforcement force, was once again under deep scrutiny. In the midst of the heated discussion centered around the needed reforms to the police force training, Bespin received a lucrative offer from CorSec, the Corellian Security Forces: A joint program for officer training. Bespin was quick to agree. For CorSec the deal offered a modern training and holiday complex to use in their reward program for excellent service, for Bespin it offered an access to the outstanding Corellian training methods.
There are two game styles at the range:
1) Still Targets lasting 35 rounds, growing progressively harder toward the end as the limited time a target is visible shortens.
2) Moving Targets lasting 35 rounds. Two moving targets per round, their speed or trajectory changes offering increasing difficulty toward the end of the game.
- - - - - - - -
Bespin Range is a small, special SP level for JA consisting solely of a functional rifle range. As a cooperation project, it contains high level architecture and texturing by Eldritch, and intensive, experimental scripting and entity use by me. The numerous third party components are listed in the readme. Map source and script sources are included in the pk3, and may be used freely for learning purposes.
Reading the readme is highly recommended due to the nature of this product.
By SevenAdds DarthPhae's TFU2 Starkiller to SP menu. You will need to download the pack separately here.