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Jedi Academy: Enhanced

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NOTE: If you don't already have it and you're on Windows, you'll need the MSVC++ 2010 redistributable: http://www.microsoft...ls.aspx?id=5555

NOTE: If you're having crashing issues, try the default renderer by setting cl_renderer to rdcustomsp-vanilla


Jedi Academy Enhanced is a mod for Jedi Academy Single Payer which adds RGB sabers, saber customisation, holstering, new force powers, some extra character customisation options using “head swapping” and optionally allows you to use AJL's SFX Sabers.


It's based on OpenJK (so the code is released under the GPL and available at https://github.com/redsaurus/OpenJK/tree/custom) and a slightly modified version (for SP) of AJL's SFX Saber code. It also uses Open Jedi Project code for TrueView.



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 sabercolours of NPCs by setting their sabercolor to a hex code in the .npc file. If you want to set one sabercolour 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.

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.

Custom Sabers Now lightsabers can be customised like the player species. An example customisable hilt is included thanks to AshuraDX.

Saber Holsters Lightsabers are now holstered 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.

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 Colours 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.

Raz0r's MP Movement Raz0r's MP-style movement from the SP speedrun version can be enabled by getting g_MPmovement to 1.

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 colour 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. A DC15-A clone rifle, DC15-S clone blaster and E-5 droid blaster have also been added.

Improved jedi_hm DT's very nice improved Human Male jedi is included.

Katarn Saberstyle A gun / saber stance. Not completely ready yet, but you play around with it (with cheats enabled) by doing "give weapon_bryar_pistol" and then "setsaberstyle katarn" in the console.

Saberthrow Saberthrow is now a force power.

New force powers Force Insanity, Destruction, Repulse and Stasis have been added. Force Repulse is gained automatically during the SP campaign. NPCs can use Destruction and Stasis. For faster force regeneration, g_forceRegenTime has been brought over from MP.

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.

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.

rd-rendsaurus A heavily in progress new renderer. It won't be anything on the scale of rend2, but for now it has some kind of support for frame buffer objects. You can turn them on with r_FBOs 1 - I found that dynamic glow was made significantly faster on OSX.




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.


Targos likes this

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Will this mod work if I use an old build (2014-12-15) of OpenJK? (and the same question for Jedi Outcast Enhanced)


I would like to play it with gamepad, but in the last builds, with the new SDL2 input system implemented, the gamepad doesn't work quite well.


Thanks in advance.

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Hey there, this is a great mod ;). Played through academy twice now with it installed.

One question though. Would it be possible to seperate the force powers into a single file? Personally i would like to have the powers in an external file that could be easier combined with other mods.

But i don't know if that's possible without the .exe that you included here. I couldn't tell from opening the .pk3 files if the powers are exclusive in them or if they are compiled into the .dll file or .exe. I'm not a programmer though so without any knowledge of scripting and stuff so perhaps i couldn't tell even if the lines are in a document before my eyes ^^.


Anyway great mod, thank you for it ;)





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How do I install this? The only readme that mentions install says the instructions are in a different readme

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Hello I just got this running, i have a couple questions, one regarding If this mod is compatible with single player saber hilt mods and the other regarding some kind of controls issue.

In game if i have the movie sabers mod installed normally, when i start Jedi Academy i have access to all of them  (and the 4 unlockable saber hilts and other saber types from the base game even though i havent done anything yet) and the red blade color, and when i start Jedi Academy Enhanced i do not have access to any of them or a red blade. if i install the movie sabers mod in the "jaenhanced" folder then when starting Jedi Academy Enhanced i have access to all the hilts and red blade, but i lose the RGB shader option. I'm wondering if i leave the movie sabers mod installed normally will I be able to use those hilts when i have to remake my saber later in the game? (basically I'd LIKE to use the RGB shader for the blade, but id probably rather lose the shader than the hilts)


also when I use the lightsaber attack (EDIT: it also does this with guns) it doesnt stop attacking even if i only press the button once. would anyone know what could be causing that issue?


EDIT: also is there any way to make mods that add/alter character customization mods that dont add a new race slot compatible?

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The last screen shot implies you can also improve the core force abilities how you like instead of waiting through each phase of the game. Yet, when I play they are still locked. Am I doing something wrong? Did I download an outdated version of the mod?

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Is there by any chance to have the new force powers and force levels as their own stand alone download?

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Could I ask for another two Force Powers? Please? :)
The first would be "Deadly Sight" as in DF2. It is absolutely my most favourite Force power. Please make it REALLY good.

Another "Force Power" I would like, is Tavion's invincibility move when she has Marka Ragnos' saber. If I could use it as Kata in my custom saber,

it would be top notch! Those are my requests kind sir! :) I hope you can realize them!

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How can I change the resolution with this mod? It doesn't seem to notice autoexec.cfg. Also, mods that change lightsaber hilts don't show up.

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