Jump to content

Single Player

113 files

  1. Dash for Jedi Academy by 8T88

    This is the Dash power from The Force Unleashed
    is just one little part of my mod "Star Wars Lethal Force"
    Im working in the mod since 2008, and soon i will release a Beta.
    Enjoy the Dash
     
    8T88
     
     
    /////////////////////////////////////////////////////////
    STAR WARS JEDI KNIGHT MODIFICATION
    /////////////////////////////////////////////////////////
    Author: 8T88
    File Name and Version: dash
    Release Date: june 07 2014
    Filesize: 24,0 KB
     
    Description with installation instructions:
     
    1 - put dash.cfg and dash sound.pk3 on base
    2 - enter in the game
    3 - write in console:
     
    bind shift exec dash
     
    4 - when you run press "Shift" to dash
    5 - enjoy
     
    ONLY WORKS IN SINGLE PLAYER
     
    Copyright/License:
    LucasArts and Raven Software for created Jedi Academy
     
    External Content Used / Credits:
    visit mi FB site for news about my mod:
    https://www.facebook.com/SWJALF?fref=ts
     
    /////////////////////////////////////////////////////////
    THIS FILE OR THIS LEVEL IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY LUCASARTS, A DIVISION OF LUCASFILM ENTERTAINMENT COMPANY LTD. ELEMENTS ™ & (©) LUCASARTS, A DIVISION OF LUCASFILM ENTERTAINMENT COMPANY LTD.
    /////////////////////////////////////////////////////////

    992 downloads

       (3 reviews)

    10 comments

    Updated

  2. 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.

    6,918 downloads

       (10 reviews)

    23 comments

    Updated

  3. Imperial Outpost Part 2

    Part 2 of the Imperial Outpost campaign by Postman86/Eike Legien.

    1,413 downloads

       (4 reviews)

    2 comments

    Updated

  4. Jedi/J2 Rodian

    Title: Jedi/J2 Rodian
    Version: 1.1
    Author: MagSul
    Release Date: 21 September 2013
    Filesize: 1.2 MB
     
    Description & Installation:
    Following download, unzip the file and place the .pk3 in the base folder of your JA directory. Once installed, the Jedi featured in single player using the model and skin combination "jedi/j2" will be replaced by one of the possible combinations for Jaden (Rodian, see screenshot for details.) On top of this, his dialogue will be overwritten with appropriate dialect. As the Rodian phrases available in the game were relatively short, I've trimmed the subtitles of the character to match. I did have a little bit of fun with this, but resisted the temptation to have him say obscure things to Rosh in T1_Inter and to Luke during Academy2.
     
    Installing this mod will not in any way affect the skins associated with the "jedi" model (including jedi/j2.). If by any chance you do happen to encounter any errors whilst using this mod, let me know. I can't do anything about bugs that I'm unaware of!

    278 downloads

       (4 reviews)

    2 comments

    Updated

  5. Alternate Rosh Penin + Extras

    Author: MagSul
     
    Description:
     
    This mod includes two separate pk3s, one which does not overwrite Rosh Penin and one that does. They are both appropriately named "Rosh_Alternate" and "Rosh_Overwrite" to avoid confusion between them. If you ever encounter any bugs of issues, please let me know!
     
    Rosh_Alternate.pk3
    ---------------------
     
    Included with the Rosh_Alternate.pk3 are several other outfits which can be accessed via the following commands:
     
    /model alt_rosh
    /model alt_rosh/blue
    /model alt_rosh/red
    /model alt_rosh/1
    /model alt_rosh/2
    /model alt_rosh/3
    /model alt_rosh/4
     
    Check the screenshots to see what they look like!
     
    Rosh_Overwrite.pk3
    -----------------------
     
    Included with the Rosh_Overwrite are a few minor tweaks to the Single Player experience. Firstly, the levelshot for the T1_Inter cutscene has been changed to display Rosh's new appearance. On top of that, Rosh's "dark" NPC file has been adjusted to make him a more formidable foe when you encounter him on Vjun. Another change is the Lightsaber which Rosh uses against you during this encounter. He no longer shares a saber model with the majority of enemies encountered in the game, he uses a backhanded Lightsaber stance and his Lightsabers colour is now blue. Credits to AshuraDX for the TFU2 Lightsaber hilt.
     
    Lastly, several snippets of Rosh's dialogue have been cut entirely. Other pieces have been replaced (along with one or two lines from Kyle and male/female Jaden to match.) I tried to overwrite the subtitles, but that caused weird and wonderful errors, so they've been left untouched. Hopefully, with these changes you'll find Rosh Penin more endurable when playing single player.
     
    Special Thanks to AshuraDX for allowing me to include his TFU2 sabers!

    1,131 downloads

       (5 reviews)

    3 comments

    Updated

  6. 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

    679 downloads

       (5 reviews)

    3 comments

    Updated

  7. 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.

    20,667 downloads

       (15 reviews)

    26 comments

    Updated

  8. No Shield Effect

    This mod removes the annoying green-blue shield/armor in Single Player.

    1,024 downloads

       (3 reviews)

    0 comments

    Updated

  9. Battledroid SP

    Download version 2 of this mod here:
     
     

    https://jkhub.org/files/file/1548-prequel-conversion-mod/
     
     
     
     
    Description of this mod:
     
    Turns all enemies into battle droids. (except sith, tuskens, noghri, ect...). This is version 1.0. Version 2.0 is called Prequel Conversion Mod and has a lot more changes to the game to make it feel like it's set during the prequel movies.

    1,212 downloads

       (3 reviews)

    0 comments

    Updated

  10. Imperial Outpost Part 3

    This is the lost single player mod made by Eike Legien, therefor i do not take any credit for it as this is entirely his work i am merely providing a means for you guys to download it.
     
    There shouldn't be any problems but if there are then let me know and i'll do my best to help!
     
    Enjoy!

    1,472 downloads

       (4 reviews)

    2 comments

    Updated

  11. Medieval Times: Melee Redux

    After seeing a couple of crusader type skins on JK3Files, and modelling a few model packs on my own, I decided to make a medieval-inspired weapons pack for Jedi Academy. I'm more into swords than lightsabers or guns, so it was right up my alley.
     
    This contains (at last count, which I think should be accurate) 13 weapons, 11 shields, and 4 player skins, all of which are accessibly through the single-player menus. It also contains Slice, Dice & Mince's blood mod (mostly unaltered). It was really that mod, the Melee Mod (http://jediknight2.f...Melee_Mod;20913) that inspired me to make this.
     
    FEATURES:
    13 new weapons
    11 shields
    4 player skins
    Slice, Dice & Mince's awesome blood mod
    Full single-player skin/weapon support
    Different stance animations
    New menus
    New menu video

    Please bare in mind that all shields were designed to work only in dual saber mode, and many of the swords were designed with the same set-up in mind. Shields won't do much damage, and are set to only parry. Many of the swords are designed as one-handed swords, so if you use them alone one hand will float beneath the hilt.
     
    To use any of these as dual, use the following command with the saber names in section III:
     
    /saber saber1 saber2

    685 downloads

       (1 review)

    0 comments

    Updated

  12. 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.

    12,299 downloads

       (53 reviews)

    28 comments

    Updated

  13. Darth Talon SP

    Took Tyrael64's Darth Talon model,made SP support and changed some sounds.Simple.He gave me his premission to publish it so credit where is due.I made some screens of my own but i lost them. :unsure:
    Link to original:http://jediknight3.filefront.com/file/Darth_Talon;83671

    3,545 downloads

       (7 reviews)

    6 comments

    Updated

  14. Ultimate Academy

    GreenTechB proudly presents: Jedi Knight JA - Ultimate Academy mod 2012 This mod features: - 10-14 hours of gameplay, depending on your skills. - 50 new modified conversion maps. - The best weapon, effect and sounds mods by other authors now together. - Musics from the first three Star Wars movies. - A modification of the famous Jedi Outcast mod, the Remnant Rocket Train! It's made in a more modern, Ultimate Academy way. Original idea by Rod MacLeod. - Many bonus maps, for example a bastion defence, where you can't fall because you die, you have to push back everyone who tries to take your place up there! - New hud designs, new loading screens for every map. and more... details in readme
     
    you can follow upcoming addons here: http://www.moddb.com/mods/ultimate-academy/addons

    3,263 downloads

       (3 reviews)

    11 comments

    Updated

  15. JK2: Uncut Patch #1

    JK2: Uncut Alpha 1 required.
    This is the first patch for JK2: Uncut, which allows you to play JK2 within JKA. JK2 not required!

    494 downloads

       (4 reviews)

    2 comments

    Updated

  16. JK2:Uncut

    JK2: UNCUT
    Underlying mod framework by eezstreet, content by Raven Software
     
    ===
    FEATURES
    ==
     
    - Nearly unbroken JK2 SP
    - JKA features cleverly snuck in a few spots (There are some rockettroopers and hazardtroopers snuck in, as well as the concussion rifle in a few missions)
     
    EVENTUAL FEATURES
    - Completely unbroken JK2 SP
    - JKA features blended in perfectly, with dual saber/saber staff/rancor/howler/cultist_destroyer/cultist_commando (these will be changed) NPCs in as well. All of the JKA stuff can be turned off.
    - Missing levels added (cairn_stockpile and cairn_docks1, cut from the game.)
    - Missing dialogue added (somebody call Johnny Bravo's agent plz kthx)
    - Achievements system (maybe steamworks integration??)
    - Extra stuff, such as random conversations with friendly NPCs
    - Trandoshans added to the bar on ns_streets (as bouncers, with extra dialogue as well! this was planned in JK2 but cut)
    - More and more cool stuff
     
     
    ===
    INSTALLATION
    ==
     
    I don't give this file to just any special person, so consider yourself to be not a complete imbecile! I assume you understand how a basic mod installation works, so I'll just skip ahead to what you need to do once you're ingame:
     
    - devmap kejim_post (in console)
    - exec jk2.cfg (once ingame)
     
    ===
     
    You're installing the alpha version of JK2:Uncut, the first of many total conversion mods for single player which involve code edits. There are several issues which need to be addressed first:
    - You do not start with the pistol, and you start with some force powers. However, this is corrected with the script i'm packaging with it
    - All cinematics with animations which aren't in JKA results in spectacular side effects, ranging from game freezes to bad cinematic quality
    The above makes you unable to finish the following missions: artus_topside, yavin_temple, ns_streets
    - All water is solid (this cannot be fixed without either rewriting stuff in pmove or recompiling the map, take your pick)
    This breaks yavin_swamp (unless you noclip past the parts)
    yavin_canyon works very well though (the ATST is a bit easier to control, but the camera is a bit weird)
    - I have not tested past yavin_canyon (so expect bugs + probable crashes)
    - The act of picking up the saber in yavin_trials causes a crash
    (I would just devmap to ns_hideout after you reach the breakiness in artus_topside tbh)
    - Lando sometimes tends to get stuck in ns_starpad (usually not in the same spot)
    - Weapon racks which give guns which aren't native to JKA (Gun racks supplying conc rifles, bowcasters, disruptors or flechettes) do not give any ammo
    - There is a crash in doom_shields whenever the gravity changes (not sure why)
    - Galak in the mech suit is ridiculously easy + the cinematic with him in the mech suit doesn't show his body (just the mech suit..how odd)
    - Walking animations in cinematics are broken
     
     
    So what did I make?
    Although most of the missions do not contain stuff directly made by me, 99% of the content ingame would not work properly had it been for several key code edits
     
     
    Hapslash Imperial and Stormtrooper used with permission.
     
    No support (or even condonement) by Raven Software, Lucasarts LLC, Activision-Blizzard or Vicarious Visions (may their haunted soul rest in peace). No nothing, punk.
     
    By reading this, you understand that the system this mod, [JK2SP], is using, [PROXYMODSP], is intended only for singleplayer use and you break your own game's American EULA by installing this software on your copy of Star Wars: Jedi Knight II: Jedi Outcast or Star War Jedi Knight: Jedi Academy. The creators of either the system or this mod cannot be held legally responsible for the end-user's use of these systems. Have a nice day.

    905 downloads

       (8 reviews)

    5 comments

    Updated

  17. Ultimate General Grievous

    Author: Darth Dizzy
     
    This mod adds General Grievous in the singleplayer selection screen.
    You can also select his four sabers and the electrostaff in the saber selection screen (after the Vjun mission in SP).
    If you put the grievoussounds file into the base folder, Jaden will sound like Grievous in SP.
    You can also spawn in SP Magnaguards to help you by pressing the Page-Up key on your keyboard (but first type 'helpusobi 1').
    You need the magnaguard model for that: http://jkhub.org/area51/files/file/600-magnaguard-vm/
     
    I added 3 npc files:
    grievoustwosaber: General Grievous with two lightsabers
    grievousfoursaber: General Grievous with four lightsabers
    grievouselectrostaff: General Grievous with an electrostaff

    You can spawn them by first typing 'helpusobi 1' in console, and then 'npc spawn thenpcyouwannnaspawn' (without the quotes).
    There are also three botfiles; again a Grievous with two sabers, four sabers, and an electrostaff.

    3,665 downloads

       (6 reviews)

    2 comments

    Submitted

  18. New SP Species

    Author: Darth Dizzy
     
    This mod adds seven new species in the Singleplayer selection screen:
    Jawa, Noghri, Weequay, Trandoshan, Tuskenraider, Wookiee and Gran.

    2,605 downloads

       (1 review)

    0 comments

    Updated

  19. Jedi-Dog

    Author: Darth Dizzy
     
     
    This mod adds a Jedi-Dog in the singleplayer selection screen and in the multiplayer profile.
    Jedi-Dogs are strange creatures from the planet Grrrwoof in the Outer Rim.
    There are also npc jedidogs. To spawn it (in SP), first type 'devmapall' in the console (helpusobi 1 in v 1.01) and then
    'npc spawn jedidoggood' for the light side Jedi-Dog
    'npc spawn jedidogevil' for the dark side Jedi-Dog
    'npc spawn jedidogmaster' for the strongest Jedi-Dog or
    'npc spawn jedidogpuppy' for the puppy version of the Jedi-Dog.
    The puppy's are little doggies armed with a blaster. You can spawn them to help you
    (but you need lots of them cuz they are extremely weak).

    599 downloads

       (2 reviews)

    2 comments

    Submitted

  20. General Grievous SP

    Author: Darth Dizzy
     
    This mod adds General Grievous in the singleplayer selection screen.

    1,207 downloads

       (1 review)

    1 comment

    Submitted

  21. Kyle Katarn SP

    Author: Darth Dizzy
     
    This mod adds Kyle Katarn in the singleplayer selection screen.

    636 downloads

       (1 review)

    0 comments

    Updated

  22. Hilt - Stinger

    Original Author: Darth_Mak
     
    Description:
     
    This is a mod that will let you select Reborn's saber hilt (Stinger) in the Single Player saber selection menu. I recommend this model to any one who is bored of all the old boring sabers and wants to play with Rebron's saber hilt. Well,its really simple so if you like it why not download it More mods coming soon!

    839 downloads

       (0 reviews)

    0 comments

    Updated

  23. Revenge Hilt

    Original Author: Darth_Mak
     
    Description:
     
    This is a mod that will let you select the Revenge saber hilt in the Single Player saber selection menu.You can also select any saber & choose the red saber color. Well, I have added some of my efforts in to this model and customized it & the most noticable thing is the Sith emblem on the side of the saber hilt. I recommend this model to any one who is bored of all the old boring sabers and wants to play on the dark side! This is my FIRST mod so take it easy on me .I named it Revenge because the old version of Stinger was boring so I decided to edit it and named it Revenge. I hope you like it!

    1,043 downloads

       (0 reviews)

    0 comments

    Updated

  24. Kyle Katarn's Hilt

    Original Author: Darth_Mak
     
    Description:
     
    This is a mod that will let you select Kyle Katarn's saber hilt in the Single Player saber selection menu. I recommend this model to any one who is bored of all the old boring sabers and wants to play with Kyle's saber hilt. I hope you like it!

    1,078 downloads

       (0 reviews)

    0 comments

    Updated

  25. Desann's Hilt

    Original Author: Darth_Mak
     
    Description:
     
    This is a mod that will let you select Desann's saber hilt in the Single Player saber selection menu.You can also select any saber & choose the red blade color.I recommend this model to any one who is bored of all the old boring sabers and wants to play on the dark side! I hope you like it! More models coming soon!

    987 downloads

       (1 review)

    0 comments

    Updated


×
×
  • Create New...