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  1. Star Wars: Galactic Legacy

    The Star Wars Galaxy has left a legacy spanning many decades, with more to come. Now, a team of modders made up of former members of the Knights of the Force 2.1 mod have come together to provide the ultimate Star Wars sandbox experience.
    Choose your character, create your own stories! Or take a step back through history, and play through moments from the Star Wars films, The Clone Wars, Knights of the Old Republic, and more!
    From the characters and worlds spanning the Star Wars Legends continuity to the more recent Star Wars Disney canon, the time has come to craft your own Galactic Legacy!
    FEATURES
    - A wide selection of characters, ranging across the Skywalker Saga, Knights of the Old Republic, the original Expanded Universe, and Disney's Canon
    - 7 Fully playable missions, including the iconic Duel of the Fates with alternate storylines, Revan vs. Malak from Knights of the Old Republic, Operation: Knightfall, and more! With even more to come!
    - A fully customizable NPC system, allowing you to customize an NPC's health, appearance, alignment, and behaviors.
    - An active and passionate development team

    8,090 downloads

       (0 reviews)

    3 comments

    Submitted

  2. Jedi Academy: Enhanced

    Jedi Academy: Enhanced is a mod for Jedi Academy Single Player which adds features and improvements to the core experience of the base game like RGB sabers, saber customization, saber holstering, new force powers, some extra character customization options using “head swapping”, optionally allows you to use AJL's SFX Sabers, and more. Full list of features and changes below.
    This is for new or old players who want to play through the single player story of Jedi Academy with some enhancements and new features without completely overhauling the core vision of the game.
    This was intended to be an even bigger collection of mods that improve it, and with many more features, but progress is slow. We release when we feel there's big enough of a change or addition. If you are interested in helping with the project, check our forum.
    For more improvement mods like HD textures, fonts, models, etc. please see JKHub's big list of recommended mods.
    It's based on OpenJK (so the code is released under the GPL and available at [https://github.com/JKEnhanced/OpenJK/]) and a slightly modified version (for SP) of AJL's SFX Saber code. It also uses Open Jedi Project code for TrueView.
    MAC VERSION COMING SOON
    Main coding done by @redsaurus
    Features and Commands
    All OpenJK features and fixes. RGB Sabers • These can be set in the menus or by setting the sabercolor to a hex code in the console - for example "sabercolor 1 xff0000" will set the first lightsaber blade to be red. It is possible to set the sabercolors of NPCs by setting their sabercolor to a hex code in the .npc file. If you want to set one sabercolor for base and one for this mod, you can set the sabercolor of the NPC or lightsaber to the base value, and sabercolorRGB to the RGB value for this mod. Higher blade numbers are set with saberColorRGB2, saber2ColorRGB3, etc. SFX Sabers • SFX Sabers can be enabled in the console by setting cg_SFXSabers to 1. This is on by default, allows for more vibrant and high quality saber blades. Ignition Flare • A lightsaber ignition flare can be enabled in the console by setting cg_ignitionFlare to 1. A custom ignition flare can be specified for a lightsaber with "ignitionFlare <shader>" in the .sab file. Ignition twirl animation disable • If that little twirl of the saber that you do in SP when activating it bothered you, you can now disable it to be more like MP with g_noIgniteTwirl 1. Disable idle animations • Use the command g_UseIdleAnims 0 to disable them. Very helpful when taking screenshots. Saber Holsters • Lightsabers are now holstered on the belt when not in use. A tag_holsterorigin can be added to a hilt for better placement. Adding "holsterPlace <none/hips/back/lhip>" in the .sab file specifies where a hilt will be holstered. Currently broken, default is right hip for now. Headswapping • Several new heads are available for the human male and human female species. You can add your own heads - see the .headswap files in the sp_custom.pk3 for examples. NPCs can have heads set using the playerHeadModel and customHeadSkin commands in their .npc file. RGB Character Colors • Adds an RGB slider option to all player species. Better Entity Spawning • The /spawn command now supports entity keys, e.g. "spawn fx_runner fxFile the/file". .eent files • Maps now load entities from mapentities/mapname.eent in addition to loading them from the .bsp file. MP Movement • Not identical to MP but close. Allows for bunny hopping and less "slide" effect when moving. g_bunnyhopping 1. Also in the menu. Extra Player Tints • (Unused) Playermodels are able to have multiple tints. If you enter “newPlayerTint 0 <R> <G> <B>”, any shader stages for the player with “rgbGen lightingDiffuseEntity 0” will be tinted to this color rather than the usual. Ghoul2 view models First person view weapon models are now allowed to use .glm models using eezstreet's code. Detachable E-Web The player can detach an E-Web from its mount by pressing the Use Force button whilst using it. While the E-Web is equipped, the player moves more slowly. More usable weapons The tusken rifle and noghri stick are fully usable by the player. The DC-15A clone rifle (made by Pahricida), DC-15S clone blaster (Made by AshuraDX and Som3) and E-5 droid blaster (made by KhorneSyrup) have also been added. Only given via cheats right now. give weapon_tusken_rifle give weapon_noghri_stick give weapon_e5 give weapon_dc15s give weapon_dc15a Saber throw is now a force power • This was to be compatible with the katarn saber style (listed below) - this was restored to alt attack to work with all styles like before. First person lightsaber with TrueView • As seen in Open Jedi Project and all the other mods that used it, TrueView shows the player model in first person view. You can turn it on for guns with cg_trueguns and turn it on for sabers with cg_fpls or through the menu. Change FOV with cg_trueFOV. Recommend set to 120 if using first person lightsaber. Radar • The radar system from Siege in MP now works in SP. Giving NPCs and misc_radar_icon entities the icon key will set a custom icon. A 2D minimap is also loaded from minimaps/mapname.mmap. AI workshop • Created by eezstreet to give more control over NPC AI. See full thread here. Switch pistols • Toggle between DL-44 and Bryar if added to inventory with pistol bind (+weapon_2) Saber ignition speed • cg_ignitionSpeed scales saber ignition speed Click-drag to rotate player model in customization screen • To help with seeing your character more easily instead of waiting on it to rotate around again. MP-style saber hilt list • Lists lightsabers in the menu without the need for adding menu listings r_mode -2 is now default • sets the game to the monitor's native resolution at launch. Change back to r_mode -1 to use windowed mode. Widescreen HUD fix • Fixes the HUD to support widescreen resolutions without stretching the HUD elements, default to on. r_ratioFix. Removed black bars in cutscenes • this helps with widescreen resolutions not cutting off half of the scene. Ingame character and saber menu  • Change your character skin and lightsaber from the pause menu at any time! Ingame cheat menu  • A simple menu in the pause menu to give access to some common cheat codes like god mode, noTarget, setforceall, and increased dismemberment! Ingame photo mode  • Use sliders to get the right angle and take a screenshot. Thanks to therfiles for camSP! Screenshots save to the JAEnhanced folder (Windows: C:/Users/user/Documents/My Games/JAEnhanced) Optional features (separate PK3's):
    New force powers • Force Insanity, Destruction, Repulse and Stasis have been added. Force Repulse is gained automatically during the SP campaign. Bind the keys in the Controls menu. NPCs can use Destruction and Stasis. For faster force regeneration, g_forceRegenTime has been brought over from MP. Improved jedi_hm • DT's very nice improved Human Male jedi is included with Jedi Robe options with RGB tinting features. Build Your Own Lightsaber • Now lightsabers can be customized like the player species. Example customizable hilts are included thanks to AshuraDX and Plasma.’ New lightsaber hilts from around the Star Wars universe, even the Expanded Universe and new canon, all thanks to Plasma’s lightsaber pack. Improved effects • also known as "UltimateWeapons", this is a must-have to create a more authentic Star Wars atmosphere Included HapSlash’s improved stormtrooper model • because the default one is atrocious. Included Toshi’s Luke model • because of same reason as above Included AshuraDX’s high quality DL-44 model • because it is beautiful Unfinished features, only use if testing:
    Unstable and black saber blades • use with console command: sabercrystal 1 unstable or sabercrystal 1 black - the number is the saber number, so use 2 if you want to change your left hand blade. Katarn saber style • A gun / saber stance. No animations yet, but you play around with it (with cheats enabled) by doing "give weapon_bryar_pistol" and then "setsaberstyle katarn" in the console. Z-6 rotary cannon • Added slot for this weapon, but it has no model yet. give weapon_z6 Installing
    If you've installed an earlier version (from when this was just called SP Customization Mod or 1.0), it'd probably best to uninstall the old version.
    Be sure to look in the Optional folder for the features you'd like enabled. If you want all features, move all pk3 files in the Optional folder into the jaenhanced folder. You can pick and choose between them. The list of optional features are in the Features and Commands part of this page.
    [[ Windows ]]
    If you're on Windows, install the Visual C++ 2015 redistributable
    Then put all files in your GameData folder.
    ⦁    For Steam this is in C:/Program Files (x86)/Steam/steamapps/common/Jedi Academy
    ⦁    For GOG.com this is in C:/GOG Games/Jedi Academy
    ⦁    For Amazon this is in C:/Amazon Games/Library/Jedi Academy
    The jaenhanced folder and all other files like the exe and DLLs should be NEXT TO the base folder, with the exe and DLL files:
    -> Jedi Academy
    --> GameData
    ---> base
    ---> jaenhanced
    ---> jaenhanced.exe
    If you get a "can't find default.cfg" error, you did not install it in the right directory. Read the above again and fix.
    You must launch the mod with ja_enhanced.x86.exe - DO NOT launch in the Mods menu in jasp.exe.
    If you get a "feature omitted at compile time" error, you did not launch with the jaenhanced.exe, which means you are just launching with the normal game rather than the mod client. You must launch the game with ja_enhanced.x86.exe.
    [[ Linux ]]
    If you’re using Linux, install SDL2 via Terminal [sudo apt-get install libsdl2-2.0], then install Jedi Academy via Steam Proton, right click the game, browse local files. Put the files in GameData.
    You must launch the mod with ja_enhanced.i386 or ja_enhanced.x86_64 on Linux - DO NOT launch in the Mods menu.
    [[ macOS ]] - STILL NOT AVAILABLE
    If you're using a Mac, you should put "Jedi Academy: Enhanced" alongside your regular Jedi Academy base folder - depending on your version the base folder might be hidden inside the original game's application bundle or in /Library/Application Support/Steam/steamapps/common/Jedi Academy/
    JAEnhanced.app on Mac
    User files will be saved to /Users/user/Library/Application Support/JAEnhanced on macOS or to /Users/user/Documents/My Games/JAEnhanced on Windows.
    Known bugs:
    holsterPlace for .sab files currently does not work, which should allow the option for left hip, right hip, back, and none. Some sabers in the saber pack do not line up well when holstered The ingame saber menu won't let you switch from dual sabers to single saber. Workaround is to use /saber kyle (or any single saber) and then use the menu to choose one. g_forceRegenTime doesn't go less than the default value Player RGB tints can't be removed in the menu Player RGB tints can’t be used in the in-game player menu The option to bind photo mode to a button in the controls menu currently does nothing. Workaround is to use the console: /bind key uimenu camsp Ultimate Weapons effects can be invisible if using all weapons back to back. It’s unlikely to happen in normal play sessions but is a bug (also in basejka). Potential future features:
    More bundled improvement mods Health regeneration Default saber holstering to left hip to be canonically correct For modders: add new weapons like sabers, fitting them to existing classes - like add a new model but it functions just like a blaster pistol with a unique sound and effect color, like sabers do. Instead of .sab files we could have .weap or files or something similar. As opposed to how it is now where you have to code in new weapons directly. Adding to the above bullet point, SFX sabers translated into blaster effects with RGB and everything Headswap, but for all parts, so you can use the pants of one model, the torso of another, and the head of another Aim-based blaster deflection for added difficulty License
    The code and menu files are GPL. The relevant GPL license is included in the "readmes” folder. For completeness the Open Jedi Project readme is included although permission has been granted to use the TrueView code under the GPL.
    Credits
    redsaurus for all coding and implementation. AJL for the SFX Sabers stuff (including SFX_Sabers.pk3). Circa for various icons, in-game menus, testing, release. Raz0r for the MP-style movement code. AshuraDX for the saber hilt, DL-44, and DC-15s models Plasma for the Galaxy’s Edge hilt parts for the saber builder and all of the Star Wars saber hilts DT85 for the improved jedi_hm. HapSlash for the improved Stormtrooper model. JKG team for the unstable saber blade graphics and shaders. eezstreet for the Ghoul 2 weapon view model code. razorace (and the Open Jedi Project) for the use of the TrueView code under the GPL. OpenJK maintainers and contributors. Pahricida for the Clone Rifle (and omeewan for the textures). SoM3 for the clone blaster. KhorneSyrup for the droid blaster. Kahn Dahlaine for UltimateWeapons effects mod. Dark Forces mod team, Salvador Barale, Luke Ashdown, for E-11 blaster, thermal detonator, bryar pistol models. Toshi/DT85 for the ROTJ Luke model v2 therfiles for his amazing camSP tool for photo mode macsourceports.com team for the macOS Universal 2 build Daggo for general helpfulness Cerez for the neutral console background Support
    Support for this mod will be limited. Please post questions in the subforum on JKHub.

    44,396 downloads

       (33 reviews)

    137 comments

    Updated

  3. Following R2D2 and C-3PO

    A very small mod that makes R2-D2 and C-3PO follow you in single player.
     
    Simple enough.
     
    This version doesn't replace the default R2 that is found in a few SP levels. It now follows without a weapon. It is no longer invincible but has 1000 health.
     
    Commands:
     
    npc spawn elder_r2d2
    npc spawn elder_c3po

    656 downloads

       (5 reviews)

    3 comments

    Updated

  4. DF Robotics Facility remake

    Dark Forces Robotics Facility - Remade for Jedi Academy
    Release date March 2019
    Author jereth
     
    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)
     
    About
    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.
     
    Credits
    Thank you to the makers of the DFMOD for the switch textures... and for the inspiration.

    378 downloads

       (9 reviews)

    7 comments

    Updated

  5. Disable Hoth Gear in SP

    This mod simply disables the Hoth gear change in single player. Normally when hoth2 loads, the script sets the player to use torso_g1 and lower_e1.skin files, which in vanilla skins is the Hoth snow outfit. If you use mods that don't include support for that, it can be annoying to go fix yourself when playing the Hoth levels. This should fix that problem, frostbite be damned.

    72 downloads

       (0 reviews)

    2 comments

    Submitted

  6. Rosh the Rodian

    This 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!
     
    Video demo:
     

     
     
    -===- 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.

    1,528 downloads

       (19 reviews)

    16 comments

    Updated

  7. Anniversary Campaign Expansion Mod

    About
    This is a Single Player mod and it doesn't affect MP. The core idea was to modernize original game without changing anything in its gameplay mechanics or balance. The story was carefully extended, but it's still the same. Hope you like it.
    First part of the mod is widescreen UI fix. It removes stretching on widescreen displays for most of menus and in-game HUD. Also, camera placement is some cutscenes was modified.
    Some minor menus aren't affected. Also, I couldn't fix sniper aim.
    The second part of the mod is content expansion. It includes:
    * 6 new cutscenes between missions (2 in Tier-1, 3 in Tier-2, 1 in Tier-3), all are voiced by original actor voices generated with AI voice service (elevenlabs.io).
    * dark ending cutscene is slightly modified.
    * new mission added in Tier 2. You need to finish all five default missions in tier 2 to play this level. The mission implements some prominent level design ideas from 1990s 😉 (not that bad though, after I added hints)
    Installation
    Copy mod files to your game's "Base" folder (for Steam version: steamapps/common/Jedi Academy/GameData/Base)
    * modace_gui.pk3 - contains widescreen UI fix and can be used independently with vanilla game
    * modace_main.pk3 - requires caexan_gui.pk3 and OpenJK with pull request #1139 (https://github.com/JACoders/OpenJK/pull/1139).
    New level needs OpenJK to read and write cvar variables. Old OpenJK releases before pull request #1139 have critical bug, and the game crashes at the beginning of the new mission. So please make sure you use the latest version of OpenJK (May 1, 2023 or later).
    Note: the mod overrides some default game files, like MENUS.str. If you have other installed mods also overriding these files, they may interfere each other.
    Third Party Credits
    * Alien Mercenaries 2.0 by The Unguided (credits: Monsoontide, OlgO & NumberWan, Mat Gaunt, Scerendo, AshuraDX, Hoodz, Zahar, BioWare) (https://jkhub.org/files/file/3939-alien-mercenaries/)
    * Coruscant skybox from The Movie Duels (https://jkhub.org/files/file/3860-star-wars-movie-duels/)
    * Movie Accurate Gammorean (Jolt - sepulmanz@yahoo.com)
    * Bounty Hunter by Noodle (https://jkhub.org/files/file/3982-bounty-hunter/)
    * Ceremonial Luke (https://jkhub.org/files/file/3951-ceremonial-luke-skywalker/)
    * Omicron's Sith Zabrak 1.0 (https://jkhub.org/files/file/2131-omicrons-sith-zabrak/)
    * TwiLek Mercenary (https://jkhub.org/files/file/3158-redja-twilek-mercenary-rework/)
    Huge thanks to all content creators.
    See detailed information and all readme files in the third_party directory.
    License
    You can modify my files freely. Sources (maps and scripts) are included in caexan_main.pk3.
    You can share the mod with respect to license requirements of included third party mods.

    758 downloads

       (0 reviews)

    28 comments

    Updated

  8. Nina Anthology

    This mod was released in five parts between 2005 and 2009 by Larry McBruce. Now, in 2022, I combined all chapters into one, so you can play all mods about Nina as a one story. Installation instructions: Place “Nina_Anthology” folder and "Nina_Anthology.bat" file from this archive into your Jedi Academy "GameData" folder. Run mod by double-clicking "Nina_Anthology.bat" file **Optional** Remove "Nina_ForceProgression.pk3" file from "Nina_Anthology" folder if you don’t want to play with manually upgradable force powers. Remove "Nina_NewModels.pk3" and "Nina_NewReborns.pk3" files from "Nina_Anthology" folder if you want to play mod with original models. Or just remove "Nina_NewReborns.pk3" file from "Nina_Anthology" folder to use original models for reborn characters and new models for everybody else.Remove "Nina_E11BlueShot.pk3" file from "Nina_Anthology" folder if you want tokeep E11 rifle’s red blaster bolt from the original game. Play the mod and have fun! Blue E11 blaster bolt In the original mods, starting from chapter 3, Larry decided to make the E11 blaster bolt blue. You can either keep it or, if you want, you can delete "Nina_E11BlueShot.pk3" file to retain the original blaster bolt. There were also some little additions I made for the original mods: New Voice-over First of all in original mods chapters 1,2,5 weren’t voiced. I generated voice-over for that chapters using Ivona reader. It’s not always good and of course generated voice is way worse than real human speech. But i guess its better than having no voice-over at all. If you think otherwise, you can just mute the voice channel in the setting of the game during those chapters. Force progression: In original mods, force powers of the player was set to a specific level for each map. In this mod anthology, I added more RPG style progression for force powers.  After every level player can choose force power to develop. Similar to the way it was done in original Jedi academy game. Also i changed script for the holocrons that player can find closer to the end of the game. In original mod, those holocrons were upgrading heal and grip force power to 3rd level. But in this anthology, player might have 3rd level grip and heal at the moment the holocrons are found. So in this anthology one holocron upgrades all dark force powers to 3rd level, and the other all light. However if you don’t like this force manual upgrading, you can go back to the way it was designed in the original mods. Just delete "Nina_ForceProgression.pk3" file from mod folder. Player’s customization: I added player customization. You can choose some jedi_tf, jedi_hf and jedi_zf reskinned costumes for your player.And also some textures from "Jedi Zora v3" by Me0is0Jade was used for additional costumes for player. Model replacement: I replaced some old models from Jedi Academy with newer and better versions created by various modders. I also created some reskins for Larry’s NPCs. Previously, they were mostly reskins from the original game. To see the changes look on the screenshots, in this archive. If you want to play mod with original models, just remove "Nina_NewModels.pk3" and "Nina_NewReborns.pk3" from mod folder. Credits: Models from "CT Elite Force 3" mod by tobe_one used for rocket launcher and sniper rifle. Stormtroopers by DT85. Backpack and pouches from Sandtrooper model by HapSlash was added to DT85 stormtrooper model. TFU trooper reskins by Barricade24 used for stormtrooper snipers. Nina's privateer stormtrooper reskin by zahar0z. Imperial officers by HapSlash. Pellaeon reskin by zahar0z. Imperial Kyle's face texture by DarthPhae was used for Moff Serenim. Count Dooku's cape by HapSlash was used for Moff Serenim. ROTJ Luke Skywalker by Toshi. Anakin Skywalker by HapSlash and reskins from "Sith Customization" by Spanki was used for jedi zombies from chapter 2. Anakin Skywalker by HapSlash and reskins from "Jedi customization" and "Sith Customization" by Spanki was used for Chancellor Alamacy's, Ship's, scientist Kaplan's, Rogue Jedi Aldeo's and various reborn's faces. Celas Nien model by Jose Carlos, was slightly reskined by Zahar0z and used for Chancellor Alamacy's, and scientist Kaplan's costumes. Improved Jedi_hm by DT85 was used for Horatio and Ship. Textures from "Default Jedi Replacement" by Sharad Hett edited and used for Horatio's face. Textures from "Jedi Zora v3" by Me0is0Jade was used for zabrak sisters NPCs from chapter5. Trandoshan Head Improvement by Darth Shiftee. Devaronian mercenary by AshuraDX. Human merc reskin by Spaghetti used for for devaronian mercs costume. Boushh by Dwayne "oddjob" Douglass. "Greedo" rodian reskin by Circa was used for rodians. Rodian reskin from "ultimat Jedi Academy" mod by Hollywood was used for Saask. Dark forces gran reskin by Barricade24 was used for some of the grans. Human merc reskins for nobleman and Elvan by Zahar0z. Hazardtrooper reskins by zahar0z. Armored reborn model was used for reborns, shadowtroopers, and rogue jedi master Aldeo. This model was kitbashed by zahar0z. It is using parts of the Clone Trooper model by Neomarz1, Anakin Skywalker by HapSlash, and Stormtroopers by DT85. Unfortunately, I couldn't contact Larry McBruce to ask for his permission to use his mods for this re-release. But I really tried to use his work as respectfully as I can. I just wanted to give this awesome mods another small time in the spotlight. Known bugs: Sometimes player gain unintentional additional lightsaber fighting styles after finishing a level. If you play with "force progression" feature, and chose a map or chapter from main menu, instead of playing chronologically then your player would not have starting light or dark force powers. You can still upgrade force powers after a level.  

    1,081 downloads

       (3 reviews)

    15 comments

    Updated

  9. Jedi Academy Enhanced: Ultimate Weapons Compatibility Patch

    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.

    1,821 downloads

       (6 reviews)

    1 comment

    Submitted

  10. Kyle's Holiday Afternoon

    WINNER of the HOLIDAY MOD CONTEST 2022
    This is a short and sweet level I put together for the holiday contest this year. Just unzip the folder and place the contents in the Gamedata folder. You can then use the included .bat file to load the mod on both Steam and disc versions.
     
    Kyle has decided to take a quick break from the festivities, but it isn't as relaxing as he'd hoped.
     
    Known Bugs: Sometimes Rosh and Jaden are stubborn and don't bow out properly, but the cutscene should still trigger once both are dealt with. 🙂
     

    129 downloads

       (1 review)

    5 comments

    Updated

  11. NpcSP

    NpcSP (1.1) is an incredibly detailed utility for JKA Singleplayer that allows the player to spawn, control, play as, or terminate any of base JKA's NPCs in real-time. The addon also allows you to edit your own character's preferences, such as team affiliation and whether other NPCs can target you. Using this tool, you can practically create your own missions and exciting combat scenarios. What will you do with NpcSP?
     
    Function Overview
    General
    Over 100+ diverse NPCs available for selection Utility displays team affiliation in the description text (Red: Enemy, Yellow: Neutral, and Green: Friendly) The ability to collapse and expand NPC categories, for a cleaner screen The ability to toggle NPC freezing Notarget functionality for the player A "Kill all NPCs" button, for easy usage The ability to modify the player's team affiliation Select the likelihood of NPC surrender (Unlikely, Moderate, Likely) Set how long NPC corpses take to be removed Noclip, for quick access Display or hide NPC bounding boxes (just for fun) Spawn your own custom NPCs by adding them to the custom registry! You can add up to 12, but only the number you want will be listed. For instance, you could select '5' and only 5 entries would show in the menu, rather than a "this entry is not used" error!

    Spawning
    BETA: Toggle whether or not friendly NPCs (rebels, etc) follow the player (Please note: This feature only works on CURRENTLY spawned NPCs and will NOT affect duplicates of one NPC. This feature will be improved on for future releases) A random spawner (spawn a random NPC from a list of 50) A random Jedi spawner (spawn a random Jedi NPC from the list of SP species) A quick bind key to spawn multiple of your selected NPC on the fly PLEASE NOTE: The game WILL crash to the main menu if you load too many unique models. I think you are allowed 50 distinct playermodels before it will crash. Keep this in mind as you spawn. This will include the NPCs spawned on the SP missions as well. PLEASE NOTE: Vehicles kept in saved games will crash them!

    Playermodel Selection
    Clear Properties: This clears all force powers, weapons, and sabers of your player so when you select your desired playermodel, you will adopt all of their characteristics (avoids people like the stormtrooper from getting your inherited saber and force powers).

    Controling
    Exit NPC option allows you to exit your controlled NPC at any time The NpcSP configuration menu stays open, allowing you to cycle through multiple NPCs PLEASE NOTE: This command will only select the oldest NPC (for instance, if you spawn 5 stormtroopers, you can only control the first one you spawned) PLEASE NOTE: The npc control code is rather bugged (can't really use force, and weapon selection and firing is really messed up) so use at your own risk!

    NPC Killing
    Kill NPCs by name

    About Saved Games:
    Please note that a lot of the commands and functionality of this utility are stored in short termed sequences, which are NOT saved with saved games. So, when you load a saved game, some of the commands and features may be mismatched. This is just the way the system works.
     

    Installation
    VERY IMPORTANT STEPS
    Please uninstall all previous versions of NPCSP before attempting to install again.
    1. Extract "NpcSP_v1.1.zip" to your gamedata/base folder
    2. Edit "npcsp.cfg" with a basic text editor, such as notepad
    3. Replace the first [KEY] with a valid keyboard key (such as z, 4 F6, etc). This will be the key you use to open the configuration menu. YOU DO NOT NEED TO KEEP THE BRACKETS. Just use "bind blah blah x" NOT "bind blah blah [x]"
    4. Replace the second [KEY] with a valid keyboard key. This will be the key you use to quick spawn NPCs.
    5. Save your changes
    6. Boot up Single Player
    7. When ingame, open the console
    8. Type "exec npcsp" into the console and press ENTER
    9. NpcSP has now been booted. In order to open the command center, press the first key you set in npcsp.cfg
    10. (OPTIONAL) If you would like to add custom NPCs, navigate to gamedata/base/customNpcs/npcsp_custom_registry.cfg
    11. (OPTIONAL) Follow the instructions in the .cfg to enable custom NPC spawning
    12. (OPTIONAL) Follow the instructions on the respective customNpcs/npcsp_custom.npc files to complete the custom NPC entry
     
    Copyright/License
    You are free to use this utility to create any mission, artwork, or any other media WITHOUT crediting me (I'd love to see it, though! ) Please contact me if you wish to include this modification with your mod

    This is just v1.1. I hope to include an "advanced mode" in v2, which will give you the player A LOT more control over the NPCs themselves. I just wanted to get this out there because development had stalled a bit. Please let me know of any bugs ASAP so I can fix them!
     
    Version 2 Progress

    8,402 downloads

       (25 reviews)

    59 comments

    Updated

  12. Escape: Yavin IV - The Lost Maps

    ORIGINAL AUTHOR: DARROW LINDER
    Date Created : February 22, 2006
    Overview:
    ---------
    Ahhhhh...  Finally done.  35 levels, 150000 brushes, 25000 lines of script,
    40000 entities and 3000 hours of blood and sweat.  EY:4 - The Lost Maps.
    Let's get this out of the way first.  I know the download is big.  Sorry.
    I've made every effort to keep the mod as small as possible.  There are
    20-30 hours of gameplay here, so it will be worth the download, I hope.
    If you played my first conversion, Escape: Yavin IV, then hold on to your
    hats.  This is an extension of the first conversion, but includes 25
    additional levels, a new story, vehicle levels, space levels, additional
    duels and puzzles, and customized interface (including a 'Chapters' menu
    that enables you to play any game level), on-the-fly saber upgrades, and
    three endings (that's right 'THREE' endings).  Your choices during the game
    decide your fate.
    Given the length of the game, I have eased up on the difficultly of the
    game a bit (just a bit).
    Nuff said.
    Installation:
    -------------
    BEFORE YOU INSTALL, YOU MUST DO THE FOLLOWING:
    1. Remove *all* custom pk3s and mods from your base / GameData folder
    2. Remove *all* custom pk3s and mods from your base / GameData folder
    3. Remove *ALL* custom pk3s and mods from your base / GameData folder
    Failure to do so will likely result in the game failing to even start.  So
    please don't ask me why the game won't start if you haven't done this.
    To install this map, extract the contents of the ZIP file into the
    'GameData' folder of your Jedi Academy install directory. Double-click the
    batch file in the GameData folder and you're on your way.
    I've been running with the 1.1 patch.  If you don't have it, play at
    your own risk.
    Story:
    ------
    Basically, the Sith have dominated the galaxy.  The good guys (called the
    Alliance) are threatened.  The game will feed you some hints that explain
    the reason for the Sith control.  Of course, you have to come to the
    rescue to save the universe from total Sith control (oh, unless you choose
    to become a Sith).  The rest of the story pretty much tells itself.
    Please note that if you choose to jump around the levels using the chapters
    menu, you will not get the entire story.  Just keep that in mind.  It is
    recommended you play through in normal game mode before jumping around.
    Gameplay:
    ---------
    In all, there are 38 levels (12 cinematic levels and 26 playable levels).
    Unlike the traditional game (JKIII), your saber upgrades occur as you
    defeat your opponents.  Each level also offers your a chance to 'trade'
    your saber for one encountered up to that point in the game.
    Like the cool saber disc your opponent has?  Defeat him, and take it!
    It's that simple.
    Issues:
    -------
    There are two really big issues:
    1. level2_saber_shipment always hangs for me when it is *not* loaded as the
       first level in the game.
       ** If this occurs, you can use the Chapters menu to start a new game
          from this point in the game.
    2. After some time of playing, the game seems to 'hang' after about 90
       seconds from a save point.  It does not happen in the same level or
       in the same place in the level.  The problem only occurs after playing
       and saving for SEVERAL HOURS continuously (essentially the same game).
       Restarting and loading the saved game does not correct the problem.
       ** If this occurs, you can use the Chapters menu to start a new game
          from where you left off.
    3. My hard drive crashed and I lost *everything* associated with this game
       just a couple weeks ago.  Fortunately, I had already posted a V4 Beta, so
       really what you are playing is Beta V4+ here.  Everything pretty much
       works fine, but I lost all of the .map and script files.  So...  If you
       use the Chapters menu to start the ending levels of the game (Chapters 8
       - 11), you'll need to use the cheats to setup your force powers.
       ** Bring up the console then type:
            > helpusobi 1
            > setforceall 3
    There's other little detailed things, most of which you probably won't
    even notice, so it's not worth mentioning...
    Credits:
    --------
    Without these contributors, this game would not be.
    Beta Testers:
    =============
    Tester #1 ............................ Theos Burgess
    Tester #2 ............................ Captain Shuttle
    Tester #3 ............................ Mr11
    Tester #4 ............................ Chris Jackson
    Skins:
    ======
    Aayla Secura ......................... Mars Marshall & Dark_Cuillere
    Abbaddon ............................. El Cuko
    Asajj Ventress ....................... Monsoontide and Psyk0Sith
    BPPloKoon ............................ [BP]Plokoon
    Bain Elite v2 ........................ -=SOTG=-Bain_Elite
    Boba Fett ............................ Brian Jones (Bones)
    Darth Maul 1 ......................... mrdefender
    Darth Maul 2 ......................... broken_hope & Aaron Smith & Chesire
    Darth Omega .......................... KAZZZ
    Darth Savet .......................... Brejo Savet
    Death ................................ +]Nekroscop[+
    Egor ................................. Unknown
    FemOffee ............................. Mars Marshall
    General Grievous ..................... Mars Marshall
    Howler ............................... Light Ninja
    Knight ............................... Unknown
    Lamasu ............................... Crying Gods Germany
    Lizard Reptile ....................... Tps_sithrouge
    Mace Windu ........................... Aaron Smith
    Maddog JKA ........................... Maddog
    Magna Guard .......................... Mars Marshall
    Mandalorian Sniper ................... Innocent Hawk
    Neo Reborn ........................... Drakkan
    Ninja ................................ Tim & Jimesu_Evil & Shady-D &
                                           Satanmaster & Playingkarrde
    Noghri ............................... RO Agent Smith
    Olts Keldor .......................... OLTS /// Lord Vili ****
    Pit Droid ............................ Matt-Liell & Scouttrooper
    RAB-24 ............................... Chairwalker
    Raptor ............................... Thrawn42689 & Graves & LightNinja
    Razchrome ............................ Unknown
    Rodian ............................... Darth Algar
    Sabergirl ............................ v2 by Sabergirl
    Samus ................................ Kurtis 'KMan' Smith
    Shinobira ............................ Crying Gods Germany
    Sithress ............................. DarthVengeant
    Soulseeker ........................... Unknown
    Spawn ................................ Stingray
    Swoop Racer .......................... Nick Aikenhead (Kahn)
    Witchblade ........................... {EJA}DarthVengeant{S}
    Xian ................................. Unknown
    Yarael Poof .......................... Mars Marshall & PsykOSith & Nomad
    Yoda ................................. Darth Dizzy & Team Yoda
    Younglings ........................... Mars Marshall
    Zabrak Male .......................... Darth Algar
    Sound Effects:
    ==============
    Enhanced Saber Sounds ................ Aryyn
    Grievous Sounds ...................... Kurt Libengood
    Voice Acting:
    =============
    Darth Maul ........................... Mr11
    Jedi ................................. Darrow Linder
    Jedi Master Nadoo .................... Mr11
    Jedi Master Savet .................... Darrow Linder
    Jedi Master Secura ................... The Light Side
    Jedi Master Windu .................... Mr11
    Mirala ............................... The Light Side
    Queen Mothma ......................... The Light Side
    Rosh Penin ........................... Darrow Linder
    Sith Lord ............................ Darrow Linder
    Sithress ............................. The Light Side
    Saber Models:
    =============
    Crystal Hilt ......................... {THC}ShovelHead
    CyberNinja ........................... Revan Dark
    Darth Maul ........................... Unknown
    Desann Saber ......................... CHoSeN ONe
    Dual Lightstaff Sabers ............... Red Sith
    Eclipse Saber ........................ +POO+Sigma
    Imales ............................... IMALES (Damir Berkovic)
    Light Disc ........................... Wolrajh/Xantcha
    Majestic Sai Staff ................... Tiri
    Punisher ............................. Darth Khan & Lord G-Spot
    Reborn Saber ......................... CHoSeN ONe
    Skywalker Saber ...................... CHoSeN ONe
    Star Wars Classic Sabers ............. Revan Dark
    TS Custom Sabers ..................... Trauma Sensei
    X-Saber .............................. Jon Hill 
    Textures:
    =========
    Custom Textures 1 .................... BerneyBoy
    Custom Textures 2 .................... Shaithis
    Water and Ripples .................... Sith J Cull (Arevas)
    Sith Command Ship .................... Sith J Cull (Ep3 Mappack)
    Weapons:
    ========
    Rocket Effects ....................... Rhinen
    Concussion Effects ................... Spector
    Disruptor Effects .................... Spector
    Vehicles:
    =========
    Duality .............................. Manquesa, RaSiN_HeCk
    Sith Speeder ......................... Duncan_10158 & Monsoontide
    Speeder Bike ......................... Duncan_10158 & Monsoontide
    STAP ................................. Duncan_10158
    Interface:
    ==========
    Menu Tutorial ........................ Red Sith
    Startup Screen Images ................ http://www.geocities.com/Area51/Lair
    HUD .................................. Chewy≤/Uber Noober≤
    Maps:
    =====
    duel_valley (modified and extended) .. Raven
    (all other maps were done by me)

    996 downloads

       (0 reviews)

    3 comments

    Updated

  13. New Beginning SP Mod

    Update:
    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. 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 three levels (discounting cinematic maps) and two bonus levels. Two take place in the Jedi Academy and one 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"
    Example:
    "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!

    4,574 downloads

       (25 reviews)

    36 comments

    Updated

  14. Ingame Character and Saber Menu

    This mod gives you the freedom of changing your player character and lightsaber anytime in single player. I've added dual and staff. I've added red saber color.
     
    Open up the console and type:
    bind o uimenu ingamecharactermenu
    Replace "o" with the key you want to press to bring the menu up. I made mine O just as an example.
     
    Of course there are some issues, like rocking the staff saber and single saber together to make a dual stance. It screws up the animations.

    19,776 downloads

       (15 reviews)

    26 comments

    Updated

  15. Crash on Tatooine

    Author: Mercenary
     
    A student of the Jedi Academy is sent on a mission to investigate a rumored shuttle crash on the Outer Rim planet of Tatooine.

    2,611 downloads

       (13 reviews)

    10 comments

    Submitted

  16. Dash Rendar Resurgence

    Author: Mercenary
     
    This is an enhanced port of my single player campaign released for Jedi Knight II: Jedi Outcast in 2003.
     
    Dash Rendar has been hired to smuggle weapons to a mining colony planning a hostile takeover from a corrupt organization that has been exploiting them. After the reliable weapons supplier fails to meet at the rendezvous point, Dash goes on a search for him at the coordinates of where he last made communication.

    2,061 downloads

       (13 reviews)

    13 comments

    Updated

  17. Doublecross on Nar Shaddaa

    A recreation of the first level of Dark Forces 2 I did many years ago. Found it a few weeks ago, and when I tried it again I found it quite enjoyable and fast-paced, so I decided to share it. I made the NPCs more dynamic overall to make them actual threats, and not just fixed targets.
    To install, unpack the folder DCONS and dcons.bat into your GameData folder, and launch dcons.bat. To uninstall, remove the folder DCONS and dcons.bat from the GameData folder.

    373 downloads

       (2 reviews)

    4 comments

    Updated

  18. CamSP

    CamSP is a powerful, versatile single player interface that allows the player to change their view preferences in real time.
    Settings include:
    Take Screenshot (Take a screenshot to screenshots/. Note: The screenshot will hide all ingame messages and the utility itself, to provide a High-Quality JPG, that has no text on it)
    Freeze NPCS (Freeze those pesky NPCS that may ruin your shot)
    Freeze Effects (Freeze all projectiles/effects in mid-air, for artistic purposes)
    Toggle Player Visibility (Show/Hide the playermodel)
    Draw HUD (Draw, or remove, the HUD)
    Camera Tracking Level (How fast the camera tracks the player: Default (Loose), Drop Camera (None), Lock Camera (Follows player tightly)
    Freedom of View (Adjust viewing area/tunnel vision effect)
    Range (Zoom in or out)
    Vertical Pan (Adjust the pitch)
    Horizontal Pan (Adjust the angle)
    Vertical Movement (Move the camera vertically)
    Horizontal Movement (Move the camera horizontally) *Please note: This feature is UNAVAILABLE due to SP limitations, unless "Camera Tracking" is set to "Lock Camera"

    Also, adjust the values of these various commands via slider, while a numeric counter outputs the current value. Reset the value with a click of a button.
    You can hide these values or reset buttons by using the "Hide Values" or "Hide Resets" on the top of the menu.
     
    Installation:
    VERY IMPORTANT STEPS:
    1. Extract "CamSp.zip" to your gamedata/base folder
    2. Edit "camsp.cfg"
    3. Replace [KEY] with a valid keyboard key (like z, 4, F6, etc)
    4. Save changes
    5. Boot up Single Player
    6. When ingame, open the console
    7. Type "exec camsp" into the console and press ENTER
    8. CamSP has now been booted. In order to open the command center, press the key you set in camsp.cfg
     
    Copyright/License:
    -You are free to use this in any artistic works you create, without crediting me
    -Please contact me if you wish to include this in any other modification

    2,200 downloads

       (22 reviews)

    21 comments

    Updated

  19.  THE FORCE UNLEASHED : Dark Lord's Hunt (KotF 2.0 Expansion Mod)

    **Requires the original version of Knights of the Force 2.0, which is currently the only way to play it properly. While it is possible to use this expansion pack with other mods and the regular game, it will not be fully playable in the way it was intended, as the necessary files that were specifically created for KotF 2.0 are missing. Since the original mod is no longer in development, official updates for this expansion pack are not possible.**
    **To play this expansion pack without KotF 2.0, simply take the file "KotF_TheForceUnleashed.pk3" and put it in the base folder. Then change the name to "_KotF_TheForceUnleashed.pk3" (adding the _ makes the file load first and prevents the game from crashing before the menu shows up). The first part of the mission is mostly playable and functional. The second part is also playable, but some codes are missing to make it work 100%.**
     
     
    *******************
     OVERVIEW
    *******************
     A new years gift for all the Kotf fans. in the new year, you will get to play The Force 
     Unleashed in the PC. This is a KotF mod's mission pack. in order to play, you need
     Knights of the force mod installed in your PC.
     This mod is made by the effects and methods you never saw in Jedi Academy before. Alot  
     of the scenes will suprise you. this is the result of 2,5 months of work. this mod is 
     done by  adapting "sith-J-Cull"s Kashyyyk map (made in 2005 ) into singleplayer with
     reedit. I used all the parts of that map. And so the Force Unleashed's first Darth Vader
     level is adopted into Kotf. I am not planning on making other Force Unleashed levels. 
      First level's scenario is extended for a more gripping  and enjoyable gameplay. There
     are extra levels and missions. Game starts with the sliding text of the force unleashed.
     You control Darth Vader and your mission is to find and eleminate the Jedi hiding
     amongst the wookiees in Kashyyyk. But this is not as easy as it sounds. You need to
     think, move and control the force like Darth Vader would.
      Becouse the wookiee army is made of soldiers with excelent aim. they dont stand idle
     when they see you, they come close and shoot. they aren't target dummies like the 
     stormtroopers in jedi knight academy. Sometimes they even dodge the light saber. This
     makes the game all the more realistic and enjoyable. Also there are 3 new Camera angles.
     Play in different views and increase the fun. I recommend "Darklord" angle to make you 
     feel like Darth Vader Himself.
     Furthermore there are lots of suprises in the scenerio. You move according to the data
     coming from your radio and datapad. Press the "M" button to see your missions. You will
     hear Darth Vader's breathing just like in the original game. You can ride 3 vehicles 
     with Darth Vader. You Can Dog Fight with your Tie Fighter, You can ride your Swoop in
     the woods and last you can ride an AT-ST and command your troops. This mod's weapon
     effects are enchanted with "Ultimate Weapons mod". Especially check out the thermal 
     detonator's effect in the combat. But you need a good video card and a CPU or you might
     have to play with low FPS.
      Force Powers are even more enjoyable now. you can force grip and push wookiees into
     the sky or sea. You might notice the wookiee sounds and a wookiee falling down when
     you blow up a ship during a dogfight. i tried my best for the most realistic combat 
     possible. there are lasers coming from everywhere. Don't let your guard down, even a 
     moment of distraction might cost you your life. new soldiers fills their brothers' places
     and the map never gets empty. so when you play the whole map you never get alone.
      To make it harder and realistic, i removed the quicksave option. There are checkpoints
     after certain places and obstacles. you don't have to start all over after you die. 
     you just start from the last checkpoint. 
      I made the stormtrooper voices (English) with my friends. The accent's not perfect but
     the sounds coming from the radio and the game's own sounds do the job 🙂 futermore you
     will hear Vaders original lines. All the lines will also be subtitled in english
      Have fun and a happy new year.

    **************************************
     SOME TIPS BEFORE YOU START PLAYING
    **************************************
      First of all dont let your guard down.Becouse the wookiee army is made of soldiers 
     with excelent aim. they dont stand idle when they see you, they come close and shoot.
     they aren't target dummies like the stormtroopers in jedi knight academy. Sometimes 
     they even dodge the light saber. This makes the game all the more realistic and enjoyable.
     Note: By choosing the "Realistic Lightsaber mod" you can deal more damage with your saber.
     When you are in combat you dont have the time to look at the health bar and especially
     while using "Force Grip" you leave yourself defenceless and a single lucky shot can
     get you killed. If you don't use "Force Heal" often and move around rapidly you die
     in a short time. Don't stand idle, deflect the laser with your lightsaber and don't 
     do useless moves. When you miss a Wookiee soldier there is a %70 chance that you will 
     be hit. If a wookie keeps dodging your saber, movearound him using combos.
     Note: To move faster hold "shift" button down.
     It's not an easy level. You need to bring your A game. You need to use both your saber
     and force powers cunningly. my advice to you would be to assign 2,3,4 buttons 
     above q,w,e for "force push", "force grip" and "force heal". This way you can easyly 
     heal yourself and lash the wookiees aroundwith your powers. when you "force push" a 
     wookiee right after a "force grip" before he falls down, you will see him fly for meters.

    *******************
     INSTALLATION
    *******************
     NOTE: STAR WARS® JEDI KNIGHT®: JEDI ACADEMY™ AND KNIGHTS OF THE FORCE MOD
        MUST BE INSTALLED AND RUNNING ON YOUR PC IN ORDER TO RUN THIS MOD.
     Run tfusetup.exe

    **********************************************************************************
     CREDITS
    **********************************************************************************
    Original map   : James Culley (Sith-J-Cull) 2005
    UltimateWeapons: Kahn D'halaine

    489 downloads

       (0 reviews)

    11 comments

    Updated

  20. Dark Forces Mod

    ***************************
    JEDI ACADEMY MODIFICATION
    ***************************
     
    Title : Dark Forces Mod for Jedi Academy - Demo Version
    Author : The Dark Forces Mod Team
    E-Mail : darth_linux@msn.com
    Website : http://darkforces.jediknight.net
     
    File Name : dfmod_2008.zip
    File Size : 428 MB
    Date Released : 1/27/2007
     
    Description : Files required to play the Dark Forces Mod Demo.
     
    The Dark Forces Mod aims to recreate the levels and playing experience of the
    LucasArts game "Dark Forces" using the modern 3D engine found in the game
    Jedi Knight: Jedi Academy. This demo contains the first 6 levels of the game.
    This is the third release by the Dark Forces Mod Team, who, in November 2002,
    released a demo of the mod for Jedi Outcast. This release was met with wide
    critical acclaim, and it is our pleasure to present you with the third and final release.
    For more information, please visit our website. Enjoy the mod!
     
     
    Installation : Make a new directory calld "dfmod" inside your Jedi Academy/Game Data directory. Unzip the
    contents of the the demo ZIP into this directory. Make a new shortcut to jasp.exe on your desktop
    and edit the shortcut properties, adding this to the target line: "+set fs_game dfmod" Double click
    the icon to begin. Make sure you go into the Setup screen to change your keyboard preferences.
     
    Requirements : Jedi Academy must be patched to version 1.01 to work.
    Please set your graphics options to their highest settings for maximum enjoyment.
     
    Comments : Behind a veil of secrecy the evil Empire is creating a doomsday army--one that,
    if finished, will become the final cog in the Empire's arsenal of terror and
    domination. Your Mission?
     
    Join the Rebel Alliance's covert operations division, infiltrate the Empire, then
    battle every man and machine the Imperial Forces can muster. Search a vast galaxy
    for clues, attack enemy bases - all in a desperate attempt to stop the activation
    of this fearsome new weapon.
     
    It's you and your blaster against an entire Empire. May the Force be with you.
     
    Release Notes : Note that there are a few controls different to Jedi Academy. Please
    check out your controls and adjust accordingly.
     
    Known Bugs/Issues *Dianoga makes no distinct "attack" sound when attacking player.[no known solution]
    *Concussion Rifle" appears at times in Weapon Inventory when Left Arrow is clicked. [no known solution]
    *No lip sync in Sewers cutscene if EAX is enabled. [EAX should be disabled for this mod.]
    *Light Saber appears in some levels if melee weapon is chosen. [no known solution]
    *There is no animation when throwing the Detonator [JA engine does not have one]
    *Size of Concussion Rifle and Repeater Gun ground weapons are very small. [salv could possibly resize them larger]
     
     
     
    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.

    12,098 downloads

       (53 reviews)

    28 comments

    Updated

  21. Star Wars: The Jedi Abides

    NEW SHIT HAS COME TO LIGHT!
    After a couple of years striving secretly I’m able to present you…
     
    The Jedi Abides: A Big Lebowski mod for Jedi Academy.
     
    Here you impersonate Jaden Lebowski —The Dude —, the counterpart of our favorite junkie bon vivant Jeffrey Lebowski from our galaxy far, far away. He is the man for his time and place, and is now on his way to the Jedi Academy.
    Many elements from the movie — and little surprises as well — were added to the playthrough. The Dude is not only visually a playable character, but also his dialogues were modified to pave the way for the new journey. As a result, it is possible to play the mod from beginning to end without the original narrative losing any sense.
    Well, actually… when I said all the dialogues, I meant all of them except for the dark side ending — for now. Given the whole COVID-19 and lockdown circumstances, I decided to release the mod before finishing this part. This way, the fans of Big Lebowski and Star Wars around the world can have one more option of entertainment, being able to soothe the soul in the present quarantine times.
    Speaking of which, since I have no intention of making any profit from this mod, in case anybody miraculously happens to find a suitcase carrying a million dollars and considers supporting this project, I would rather have it donated to the NO KID HUNGRY — a NGO created by Jeff Bridges, the Dude himself, who is now making efforts to support children in need during the coronavirus crisis. In times like these, any amount of money is urgent and welcome.
    Here is the website:
    https://www.nokidhungry.org/
     
    And that’s all! I appreciate your attention and wish you a good time with the mod.
    Far f. out!
     
    IMPORTANT
    - This mod is meant to be played on Single Player only.
    - Jedi Academy must be patched to version 1.01 to work. I guess.
    - Some bugs may occur if the player dies in Hoth levels. I couldn’t fix it. Sorry.
    - The models were originally made by DT85 and Aaron Smith. Should anybody feel like developing a model of a more detailed Dude, just contact me and I’ll include the work with all the credits.
    - To have subtitles on for all dialogue, open the console (SHIFT + ~) and type “/g_subtitles 1”.
     
    HOW TO INSTALL
    - The beauty of it is in its simplicity. Just move the PK3 file into the “base” folder of your game directory.
    - In the character selection menu, choose the Dude. Otherwise you might end up finding a stranger in the alps… which is not good, man.
     
    The Jedi Abides - Intro:
    The Jedi Abides - First Mission (Yavin IV):
     
     
     

    277 downloads

       (5 reviews)

    1 comment

    Updated

  22. JKA Singleplayer Unlocker

    REQUIREMENTS
    >> Jedi Academy Patch (PC) 1.01 <<
    RECOMMENDED
    >> 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)
     
    INSTALLATION
    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)
     
    ATTENTION
    I've compiled the .BAT files to executables with the program Bat2Exe
    http://wiki.uniformserver.com/index.php/PHP_WinBinder:_Project#Create_an_EXE_file
    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
    http://www.mediafire.com/download/adgibhxmv184rxz/JKJA_SP_Unlocker_v4.0.3_byNardja.zip
    ---------------------------------------------------------------------------------------------------------------
    SP Unlocker v403 - Auto Block Edition
    http://www.mediafire.com/download/bd21ds1daz6i5ic/JKJA_SP_Unlocker_v4.0.3_AutoBlock_byNardja.zip
    +enabled Auto Blocking again (Need setcvar.cfg replacement)
    ---------------------------------------------------------------------------------------------------------------
    SP Unlocker v403 - No Blood Edition (Only main .pk3 file)
    http://www.mediafire.com/download/l3x0jgjgg9ddcpo/JKJA_SP_Unlocker_v4.0.3_NoBlood_byNardja.zip
    -Bloody Dismembered is removed
    ---------------------------------------------------------------------------------------------------------------
    SP Unlocker v403 - No Blood All Force Edition (Only main .pk3 file)
    http://www.mediafire.com/download/ai7jdt4rh1zltad/JKJA_SP_Unlocker_v4.0.3_NoBlood_AllForce_byNardja.zip
    -Bloody Dismembered is removed
    +enabled Force Rage, Drain, Protect and Absorb powers again
    ---------------------------------------------------------------------------------------------------------------
    SP Unlocker v403 - All Force Edition (Only main .pk3 file)
    http://www.mediafire.com/download/u6vj6c7j9f666fa/JKJA_SP_Unlocker_v4.0.3_AllForce_byNardja.zip
    +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

    6,004 downloads

       (7 reviews)

    26 comments

    Updated

  23. Escape: Yavin IV

    ORIGINAL AUTHOR: DARROW LINDER
    This is a new single player mission for Jedi Academy. It utilizes models, skins,
    and saber models that I found interested from the jk3files.com over the past
    year or so. The bits posted by other authors have been stripped down to their
    bare minimum, to keep the size of this mod down as much as possible.

    Some highlights:
    - New and different opponents / challenges in each level of the game
    - Custom SP maps (13 in all including 2 bonus and 1 cinematic level)
    - Custom missions with helper NPC's
    - Custom menus including saber descriptions
    - Custom saber models
    - Custom saber abilities
    - Custom sounds and sound effects
    - Custom music
    - Custom visual effects
    - Custom weapon effects
    - Custom skins
    - Custom cinematics (almost an hours worth throughout the game)
    - Custom HUD
    - Custom objectives (43 in all)
    - Secret areas included in nearly all the maps
    - Powerful sabers and force abilities from the beginning
    - Several opportunities to upgrade / replace your sabers
    - Over 20 new opponents with varying levels of difficulty
    - Approximately 10-14 hours of challenging game play

    A walkthrough is provided in GameData/escape when you install the mod.

    This mod is hard -- much more difficult than JA -- but very playable. So if
    you pick this up, expect something more challenging than what you're used to.

    Installation:
    -------------
    To install this map, extract the contents of the ZIP file into the 'GameData'
    folder of your Jedi Academy install directory. Double-click the batch file in
    the GameData folder and you're on your way.

    ************************************************
    PLEASE USE THE BATCH FILE TO LAUNCH AND RUN JA WITH THIS MOD
    PLEASE DO NOT USE WITH ANY OTHER JA MODIFICATION
    ************************************************

    To un-install, simply remove the 'escape' folder and the .bat file from your
    GameData folder in your JA install directory.

    Story:
    ------
    This starts out pretty much where Jedi Academy left off. It assumes you chose
    'the dark side', stole the scepter, and went on your way of domination. Because
    of your dark ways, what was left of the imperial and rebel forces were destroyed
    by bands of cultists and other dark jedi.

    A powerful Sith gathered followers (called loyalists) and made a deal with you.
    Hand over the scepter, or die. Your life was spared, but the scepter is now in
    the hands of the Sith. He threw you in prison cell buried in the rugged mountains
    on the planet moon of Yavin to rot. Your force powers faded as the sith
    dominated planet after planet. You home is the last to be overthrown.

    In a deperate attempt to contact you, the queen from your home planet used her
    telepathic ability to send you a message. Your force powers have faded to the
    point where you can't receive the distress call.

    After years of meditation, you realize the error in your ways and wish to seek
    revenge on the Sith. An accident gives you a chance to escape. And this is
    where story begins...

    Gameplay:
    ---------
    In all, there are 13 levels (1 is a cinematic level only and two are 'bonus'
    levels that give you a chance to upgrade sabers). Each of the levels have
    anywhere from 3-8 objectives that must be fullfilled before proceeding. To
    estimate the length of the mod, from start to finish is probably somewhere
    between 10 and 14 hours. This entire mod is one very long mission broken up
    into 13 maps. The opponents get progressively more difficult (although your
    force powers and your opportunity for saber upgrades keeps the playing field
    somewhat fair) throughout the game.

    One hint: keep a close eye on your cursor for things to push or break -- it
    is sometimes required to continue on with the level. You may want to turn on
    force hint in your config (cg_crosshairForceHint) if you can't work things out.

    Enough said -- you can figure out the rest.
    GAMEPLAY:


    Issues:
    -------
    There really aren't too many issues. I found a few bugs with JA itself. The
    noticable issues include:

    - JA crashes during simultaneous thermal detonator and saber throw effects
    - Saber properties sometimes ignored on restart of JA and loading saved game
    - JA leaks memory (I watched it). These maps are very large, and playing across
    several of the levels (like most of them) for an extended perior of time will
    lead to a decreased frame rate. Restarting JA corrects the problem.
    - Some of the cut scenes and cinematics are a little unstable. Some of the
    sound cuts out part way through and sometimes the NPC don't go to their
    specified navgoals. I don't know, maybe my problem, but they work sometimes,
    sometimes not.
    - There are a couple of brushes with issues. One causes a HoM effect (tiny
    little sliver of a brush in a massive area -- but you have to walk over
    it). A few brushes have some vertex problems, so there are gaps. I didn't
    bother to go back and fix them -- they are hardly noticeable and don't
    impact gameplay. There's close to 85000 brushes in this entire game and
    probably less that 10 with noticable issues.

    That's about all worth noting.

    Credits:
    --------
    The following lists the skins, saber models, mods, etc. that were all put
    together to create this mod:

    Skins:
    ======
    Abbaddon ............................. El Cuko
    Asajj Ventress ....................... Monsoontide and Psyk0Sith
    BPPloKoon ............................ [BP]Plokoon
    Bain Elite v2 ........................ -=SOTG=-Bain_Elite
    Boba Fett ............................ Brian Jones (Bones)
    Darth Maul ........................... mrdefender
    Death ................................ +]Nekroscop[+
    Egor ................................. Unknown
    Howler ............................... Light Ninja
    Knight ............................... Unknown
    Lamasu ............................... Crying Gods Germany
    Maddog JKA ........................... Maddog
    Neo Reborn ........................... Drakkan
    Razchrome ............................ Unknown
    Sabergirl ............................ v2 by Sabergirl
    Samus ................................ Kurtis 'KMan' Smith
    Shinobira ............................ Crying Gods Germany
    Sithress ............................. DarthVengeant
    Soulseeker ........................... Unknown
    Swoop Racer .......................... Nick Aikenhead (Kahn)
    Witchblade ........................... {EJA}DarthVengeant{S}
    Xian ................................. Unknown

    Sound Effects:
    ==============
    Enhanced Saber Sounds ................ Aryyn

    Saber Models:
    =============
    Light Disc ........................... Wolrajh/Xantcha
    Eclipse Saber ........................ +POO+Sigma
    Dual Lightstaff Sabers ............... Red Sith
    X-Saber .............................. Jon Hill
    Desann Saber ......................... CHoSeN ONe
    Skywalker Saber ...................... CHoSeN ONe
    Reborn Saber ......................... CHoSeN ONe
    Majestic Sai Staff ................... Tiri
    Punisher ............................. Darth Khan & Lord G-Spot
    Imales ............................... IMALES (Damir Berkovic)
    Darth Maul ........................... Unknown

    Weapons:
    ========
    Rocket Effects ....................... Rhinen
    Concussion Effects ................... Spector
    Disruptor Effects .................... Spector

    Interface:
    ==========
    Menu Tutorial ........................ Red Sith
    Startup Screen Images ................ http://www.geocities.com/Area51/Lair
    HUD .................................. Chewy²/Uber Noober²

    Maps:
    =====
    duel_valley (modified and extended) .. Raven
    t3_rift_sample (excerpts only) ....... Raven
    t2_rancor_sample (exceprts only) ..... Raven

    814 downloads

       (0 reviews)

    0 comments

    Submitted

  24. Jedi Academy - Outcast

    This mod changes the Jedi Outcast campaign so that it will run under Jedi Academy. In particular, it fixes almost all the shortcoming of other similar mods:
     
    Players do not skate on the water on yavin swamps and yavin canyon.
    AI generally navigates correctly
    Cutscenes work
    Objectives correctly function
     
     
    =============================
    = INSTALLATION INSTRUCTIONS =
    =============================
     
    Within the ZIP file you downloaded, you should see three files:
    jaooutcast(version number).pk3 - the core of this mod, containing most of the assets needed to make this work
    outcaststrings(version number).pk3 - this contains the briefing files and various other strings related to the mod
    jao_map_ents.zip - the ENT files for use with recompiling the outcast maps. Most of you will want to ignore this, but I've included the files if you wish to look at how something was accomplished, or perhaps if you want to further edit the maps yourself. I've also included the uncompiled script files in the jaooutcast PK3.
     
    Installing is a pretty easy process:
     
    1. Move outcaststrings.pk3 and jaooutcast.pk to your Jedi Academy base directory.
     
    2. Rename your Jedi Outcast asset files in order to load before Academy's asset files, and copy to your Jedi Academy base directory. Personally, I renamed the JO files from asset#.pk3 to aJK2_#.pk3. As long as the game loads them first, you're good.
     
    3. Once you have loaded the mod, select New Game from the main menu, and choose between playing the Jedi Academy campaign, the Jedi Outcast campaign, and the Jedi Outcast demo level.
     
     
    The mod has only been tested on Jedi Academy v1.01 and using Jedi Outcast v1.04 source files, but the chances are if you're reading this then you've already them. Right?
     
     
    =============================
    ======= WHAT IS THIS? =======
    =============================
     
    Well, I assume you aren't seriously asking this question, but hey, nothing wrong with telling you something you already know.
     
    This mod fixes Jedi Outcast's campaign to run under Jedi Academy, and also eliminate various file conflicts between the two games. The intent is to remain true to the gameplay of Outcast as best as the engine allows, while providing the player with the improvements from Jedi Academy, and a few tweaks to the balancing in the interest of fun.
     
    Players who have downloaded other attempts at converting maps from Outcast to Academy may have noticed several shortcomings. This mod has fixed those; AI will generally navigate the map correctly, there is full support for objectives, and cutscenes will (mostly) work with a few minor changes where necessary. Oh and no ice skating on yavin swamps and yavin canyon!
     
     
    =============================
    ========== CHANGES ==========
    =============================
     
    While I've tried to preserve much of the gameplay -- you won't find new enemy types from Academy in here -- there are a few gameplay changes from the original campaign:
     
    * On ns_starpad, you're now required to destroy the turret attacking Lando. Something players were likely to do in practice, but weren't forced to.
     
    * Various equipment items from JO have been removed from the maps since they are not functional in JA and/or cause crashes. Occasionally concussion rifles have been placed instead.
     
    * Kyle gains Force Sight, Force Absorb, and Force Protect in line with his abilities in Jedi Academy.
     
    * Kyle's force power gains are accelerated, partly for balance, but also so the player has more opportunity to use several abilities, unlike base JO where some were gained very late in the game. In particular:
    ** Saber Throw L3 is reached on doom_comm, 5 levels earlier
    ** L3 Speed/Push are reached on cairn_bay, 3 levels earlier
    ** L3 Grip is reached on cairn_dock1, 3 levels earlier
    ** L3 Lightning is reached on doom_comm, 3 levels earlier
    ** L3 Saber Defense is reached on cairn_assembly, 3 levels earlier
    ** Jump/Heal/Mind Trick/Speed/Saber Offensive are unchanged
    ** For the new force powers: L3 Sight is reached on cairn_bay, L3 protect on doom_detention, L3 absorb on doom_shields
     
    * Additional objectives have been added on ns_starpad to make it clearer to players where they should be going next.
     
    * There are also a few minor bugfixes from Outcast.
     
    * The door puzzle at the end of doom_detention has been removed, since the changes to pathing resulted in Jan getting stuck, and the player being unable to progress.
     
    * Due to engine limitations, the fight with Galak on doom_shields is impossible to replicate from Outcast. I've tried to salvage it as best I can, but it can't really compare to the original.
     
    * The gravity is no longer disabled on doom_shields after defeating Galak, due to engine limitations.
     
    * Obviously, the player also has access to the new features and moves introduced in Jedi Academy. On the downside, so do the saber-wielding enemies you face!
     
    * On artus_detention, the warden will now walk significantly faster.
     
     
    An explanation of the force power changes:
     
    Kyle's ability to deflect blaster bolts is significantly reduced from Jedi Outcast, so L3 Push/Pull/Saber Defense are gained earlier to compensate.
     
    Saber Throw is now gained at the same time as L3 Saber Offense, mostly so you have a chance to use the damn thing. 9 levels in Jedi Academy vs. 1 (plus a boss-only level) in base Outcast!
     
    Grip and Lightning progression provides the player with more offensive capabilities, but also to allow the player to use them more. The world didn't end because you could max them both out very quickly in Academy.
     
    Absorb/Protect give the player more choices in how they play and reflects Kyle's abilities in JA. Sight can also make the JO levels much easier to navigate, particularly yavin_swamp.
     
     
    =============================
    ======= KNOWN ISSUES ========
    =============================
     
    Given the *insane* number of workarounds and hack fixes needed to get Jedi Outcast to play nicely with Jedi Academy, it shouldn't be surprising that there are a few issues. I've done my best to eliminate them where possible, but there are always going to be a few. The game has been tested all the way through successfully, though only on normal difficulty, and for JA v1.01.
     
    * On yavin_trial, the bryar pistol is hidden away instead of Kyle's lightsaber. Unlike JO, JA cannot handle starting without a lightsaber and then picking it up, causing the game to crash. The other option of starting with the saber and teleporting it away resulted in unacceptable performance issues, so this was chosen as a compromise instead. Just pretend it's a lightsaber. Or pretend Kyle *really* wants his bryar pistol back instead of the blaster pistol from JA.
     
    * AI may occasionally have trouble navigating the levels due to the changes to the navigation system between JO and JA. Trying to fix this as best possible probably took up more time than anything else in this mod...
     
    * The Lady Luck's gun at the end of ns_starpad does do damage, but will not appear to fire any projectiles.
     
    * The ship's gun on doom_detention does not cause any damage, and the player will be unable to blow up the tie fighters using them.
     
    * In a few cutscenes where animations from JO are used, the characters in question will not be able to hold items in their hands, due to a handbolt issue when using the JO skeleton in JA. Footstep noises for such characters will also fail to work.
     
    * Due to the workaround used to get Jedi Outcast objectives to load in the menu, if you use the map command to jump straight from a JO SP level to a level that isn't t2_rancor, you will still see the JO objectives. Quiting back to the main menu first will solve this. Similarly, if you (for some reason) decided to jump straight from the JO campaign to the opening level of Academy, it would play the wrong title crawl. As a result, I highly recommended you use the menu to launch the correct campaign.
     
    * Viewers may pick up on some slight changes to the cutscenes in terms of NPC positioning. Again, this is mostly a consequence of the changed navigation system between JO and JA.
     
    * If you cheat to give yourself additional saber styles, they will not work on some earlier levels. Players should also be aware that because saber styles are no longer locked to your saber offense level as per JO, Kyle's saber styles are locked through his lightsaber. If you wish to use additional lightsaber styles, you will need to change your lightsaber model first. For reference, the saber models Kyle uses in the mod are "kyleplayer", "kyleplayermf", and "kyleplayermfs", which allow medium, fast, and strong styles respectively.
     
    * At the end of doom_detention, Jan will not follow you all the way out of the detention area. This has no impact on your ability to trigger the final cutscene and complete the level.
     
    * Kyle will use male Jaden's healing sound.
     
    * One of the grates leading up to a section where you open the roof on ns_starpad cannot be seen from the underside, but can still be destroyed as normal.
     
     
    =============================
    ============ FAQ ============
    =============================
     
    Where I presumptuously answer your non existent questions!
     
     
    Why did anything need to be changed at all from Jedi Outcast?
     
    Almost all the work in this mod revolved around fixing the many bugs introduced by the differences between the two engines. They're similiar enough to make this possible, but different enough such that a huge amount of things get broken. I also felt there were a few opportunities to improve things from Outcast's campaign, but almost all changes are for technical reasons.
     
     
    What's changed from Jedi Outcast?
     
    The gameplay additions are mostly minor with the biggest being the slightly accelerated force power gains, and introduction of a few new force powers for Kyle.
     
    Cutscene positioning has changed slightly in some cases to accomodate the modified navigation system in Academy, but should mostly be true to the originals.
     
     
    I'd like to contact you, send you hate mail, or profess my undying love for you. where can I do that?
     
    You can do so at iamasanguinehipster AT gmail DOT com
     
     
    =============================
    ==== CONTACT AND CREDITS ====
    =============================
     
    I can take no credit for the fantastic Outcast campaign; all credit must go to the folks at Raven Software and Lucasarts. However, converting the levels from Jedi Outcast to Jedi Academy involved a tremendous amount of work to eliminate the huge amount of bugs. If I'd have known just how much work it would involve, I probably wouldn't have done this! Anyway, if you enjoy this, I'd love to hear your feedback.
     
    If you want to email me, either to send your thoughts, or if you'd like to know about a ridiculous and horrible hack fix I came up with (the objectives fix is rather ridiculous), you can do so at:
     
    iamasanguinehipster AT gmail DOT com
     
     
    Thanks to the fine people at jkhub.org for feedback and assistance.
     
    This mod requires you to supply your own asset files from Jedi Outcast. If you don't own a copy of Outcast, you you can purchase it through Steam at:
    http://store.steampowered.com/app/6030/
     
     
    THIS ELEMENT IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY LUCASARTS, A DIVISION OF LUCASFILM ENTERTAINMENT COMPANY LTD. ELEMENT TM & © LUCASARTS, A DIVISION OF LUCASFILM ENTERTAINMENT COMPANY LTD.
     
    In slightly less legal speak: I don't own the copyright to Star Wars or Jedi Academy/Outcast. I didn't create the original assets the mod is based on. I'm not getting anything for doing this. This is a free mod intended to allow a great game to work with Jedi Academy, with no copyright infringement intended.
     
    Thanks for downloading, and I hope you enjoy.

    6,419 downloads

       (10 reviews)

    23 comments

    Updated

  25. Prequel Conversion Mod

    Pair with my Prequel Music Replacement for BEST results!
     

     
    The Prequel Conversion mod will do exactly that: convert the Single Player campaign story and experience into that of the prequel Star Wars movies (Episodes I, II, and III). This includes replacing various characters to those in the movies. A list will be given below to reveal what is replaced:
     
    Characters:
     
    - Trade Federation Battledroids (with corresponding rank colors):Stormtroopers, Imperials, Snowtroopers
    - Super Battledroids: Imperials, Rocket Troopers, Stormtrooper Commander, Saboteur
    - Droidekas: Hazardtroopers, Assassin Droids
    - Maganaguards with Electrostaff: Cultists
    - Jango Fett: Boba Fett
    - Nute Gunray: Racto (the guy on Coruscant who's making illegal droids)
    - Wat Tambor: Rax (the fat Imperial who chases Jaden for sport)
    - Clone troopers (Mark II): Rebel, Wedge
     
    Weapons:
     
    - E-5 Blaster Rifle (Battledroid blaster): E-11 Blaster Rifle (Stormtrooper blaster)
    - KiSteer 1284 sniper rifle (Zam Wessel's rifle): Tenloss Projectile Sniper Rifle
    - DC-15A Repeating Blaster (Clone Assault Blaster): Imperial Repeater
     
    Vehicles:
     
    - Hailfire droid: AT-ST
    - Republic Gunship/ARC-170 Starfighter: X-Wing (Cinematic/Vehicle)
    - Jedi Starfighter (Mark II): Z-95
    - Vulture Droid Starfighter: TIE Fighter
    - Trifighter/Soulless One (Grievous' Starfighter): TIE Bomber
     
    Effects:
     
    - Blaster pistol: from yellow to red
    - Repeater: from yellow and round to blue and normal looking
    - Turrets: yellow to red
     
    Voices:
     
    - Nute Gunray has a brand new voice, thanks to a friend who is an excellent voice actor.
    - Wat Tambor has Rax's voice but with effects to make it sound more like his.
    - Dialogue from Jaden is changed to say Jango in instead of Boba
    - Stormtrooper conversations are changed to droid conversations. I had to think, "What would droids talk about?"
    - Cultist conversations with each other and with Alora are now more "magnaguard" sounding. I did the best I could.
    - Rebel/Wedge dialogue is filtered to sound like it's from a Clone trooper helmet.
    - Dialogue that mentions the Empire or Stormtroopers has either been changed to say droids or just removed with context in tact
     
    Misc:
     
    - Levelshots updated to reflect various changes (mostly the vehicles)
    - All subtitles and menus edited to remove all mention of Imperial/Empire/Stormtroopers and to reflect dialogue changes
    - Menus and HUD changed to reflect new weapons.
    - The Super Battledroid uses it's own animations thanks to the MBII team. It also uses the old bryar slot that isn't used in JA.
    - All scripting issues were resolved all thanks to therfiles at JKHub. He was oh so very helpful.
     
     
     
    Comments:
     
    This is a quite large mod that I started quite a long time ago with the original release of my "Battledroid SP" mod. I took a long break from modding and returned to work on this mod. It is not quite finished, as it will become a slightly larger mod. This is only version 1. Version 2 might come before I merge this into something slightly bigger eventually. The majority of the content in this mod is not mine at all. I merely combined a lot of pre-existing material from other authors to make this. That made it easier and definitely better, as my work would not be anywhere near as good, but I still worked really hard on this in all other ways. FOR BEST RESULTS: Play with maximum dismemberment. An autoexec.cfg is included with the necessary settings for this. It's the only way to do it in JA SP.
     
     
    Bugs:
     
    - Most are unavoidable unfortunately, but aren't really major.
    - The Droidekas use the emplaced gun effects, so when using a turret, it will sound like the Droideka gun sounds.
    - The plot still doesn't make sense, due to the main characters like Luke and Kyle still being involved. Obviously this doesn't make sense canonically and historically. The next version will fix this. There is no interference with Multiplayer as far as I can tell. I don't play it, so let me know if there are any issues.
     
    Future version:
     
    I hope to continue this project even further, replacing the main characters as best as I can, complete with voices to match the characters. My plan is to replace Luke with Mace Windu, Kyle with Obi-Wan, and Alora with Grievous. I might replace Tavion with Dooku, but I'm not sure yet. Other details will be revealed and discussed on JKHub.
     
    Credits:
     
    - Prophet and Major Clod for the Battledroid model. It's so old, yet it's the best model of a battledroid. Good times!
    - Movie Battles II team - TK231 for his effects (Blue blaster, droideka, etc) - Duncan_10158 for the Droideka and Hailfire -
    and whoever was the author of the SBD and it's skeleton/animations - the E-5 blaster -
    - Pahricida for the DC-15A rifle
    - Manquesa for the Jedi Starfighter model
    - Majin Revan/Hatrus for the Droid Starfighter/Vulture droid
    - Inyri for the Trifighter model
    - Minilogoguy18 for the ARC-170 star fighter
    - Mars Marshall for the Gunship, Magnaguard, Jango Fett, Clone trooper, and Zam rifle models
    - Kurtis 'KMan' Smith/Psyk0Sith for the Wat Tambor model
    - Wytchking/Wector for the Nute Gunray model
    - therfiles for his butt-saving help with scripting fixes and being helpful with suggestions and testing
    - Everyone at JKHub that is being helpful with suggestions and help with my endless thread making in the assistance forum
     
     
     
    Installation:
     
    Windows: Put the pk3 in your base folder found in Program Files/Lucasarts/Star Wars Jedi Knight Jedi Academy/Gametdata/base/
     
    Mac: Either in the app base folder (right click, show contents), or in user/library/containers/com.aspyr.jediacademy.appstore/data/library/application support/jedi academy/base
     
    The autoexec.cfg goes in the base folder as well.

    8,798 downloads

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