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Dusty

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  1. Dusty's Patch: Jedi Academy SP Test

    Update 1/29 @ 1:53 pm EST: Cleaned up the description a bit. Realized I had forgotten some changes.
     
    Code repository: https://github.com/DustysPatch/OpenJK
     
    A Single player code mod for Jedi Academy. The mod requires OpenJK to run, and comes packaged with a build using the latest code. Feel free to try older builds but I can't guarantee it will work. The mod is also not compatible with old save games (just use cheats to remake your game). You shouldn't need to, but if the mod won't run properly, install Microsoft Visual C++ 2013 Redistributable.
     
    Also included:
    Animations - https://jkhub.org/files/file/2106-dustys-patch-animations/ (can be removed with no issues)
    Other mods not included:
    Single Player NPCs - https://jkhub.org/files/file/2237-dustys-patch-single-player-npcs/
    SP Menu and Upgrade - https://jkhub.org/files/file/2249-dustys-patch-sp-menu-and-ui-upgrade/
     
    Took me a while to do this. Got caught on some nasty bugs and I also got too carried away trying to do too many things. Anyway, try it out for me. See if there's any glaring bugs. Hopefully not.
     
    v1.2
    latest changes:
    - g_playerCheatPowers should work with saber off now
    - g_debugmelee at -1 prevents player from using any advanced melee abilities
    - g_moonJump cvar added
    - grenadier Gran AI should be better (smoother switching between melee and thermals)
    - multi-weapon support for NPCs (see below for more detail)
    - changes to CLASS_BOBA, CLASS_COMMANDO, and a new class CLASS_MANDA has been added (see below)
    - weapons.dat lets you modify WP_Melee properties (see included weaponshelp.txt)
     
    bug fixes:
    - hopefully no random error messages when loading games
    - no issues with JK2 models
    - frame rates should be better
    - saber deflect aiming is fixed
    - the playermodel npc health/armor bug may be fixed and toggleable via g_handicap_matchNPCHealth (can't remember)
    - rocket launcher primary fire now does correct damage
     
     
     
    Full Changelog
    -------------------------------------------------------------------------------------------------------------------------------------------------------------------------
    New Cvars/Commands/Cheats
    ------------------------------------------------------------------------------------------------------------------------------
    g_autoRoll - default=1, if 0 hold Use to roll
    g_char_forcePowerMax - default=100, controls total player FP, requires level restart
    g_char_forceRegen - default=100ms, controls player FP regen rate, requires level restart
    g_char_parryBonus - default=0, applied to player without needing a custom saber, requires level restart
    g_char_breakParryBonus - default=0, applied to player without needing a custom saber, requires level restart\
    g_saberDamageScale - scales saber damage, and is saved with your savegame, stacks with g_saberMoreRealistic.
    g_saberDeflectAutoAim - if 0, blaster deflections must be aimed with crosshair and become easier to aim with better Saber Defense
    g_saberForceDrains - if 1 special moves drain the amount of FP of the cvar below, katas not affected
    g_saberForceDrainAmount - if above cvar is 1, special moves drain this amount of FP, katas not affected
    g_saberLockSuperBreaks - if 0 no super breaks (1-hit KOs) ever happen after saber locks
    g_saberMoreRealistic - no longer write-protected
    g_weaponVelocity, g_weaponAltVelocity - multiply the speed of most player and NPC weapon projectiles
    handicap - goes up to 200 now
    handicap_maxArmor - controls the maximum charge your shield can get from a power station (not how many points the power station has to give you, but how high your shield can get FROM USING a power station; does it stop filling at 100? 150? etc.)
     
    Cheat Codes
    ------------------------------------------------------------------------------------------------------------------------------
    - g_debugMelee
    If 1, player gets full cheat melee abilities
    If 0, player gets limited melee abilities based on Saber Offense level (see Melee changes below)
    If -1, player is locked to standard melee punching
    - g_playerCheatPowers: (should work with an inactive lightsaber, however the lightsaber may need to be equipped, can't remember)
    If 1, player can auto-push explosives, always dodges sniper shots, has increased jumping ability and resistance to force powers.
    If 2, all previous effects plus FP usage is cut in half.
    If 3, unlimited fp and take no fall damage
    Set when before you load your game to get all effects. "iknowkungfu" now toggles g_playerCheatPowers to 1
    - g_moonJump:
    flip this on to do some crazy jumping.
    - iknowkungfu
    now this also flips g_playerCheatPowers on
     
    Gameplay mechanics
    ------------------------------------------------------------------------------------------------------------------------------
    Force powers (activated with g_forceNewPowers 1)
    ------------------------------------------------------------------------------------------------------------------------------
    - Force Jump: height for all levels increased by 25%
    - Force Pull: level 1 pulls weapons only, level 2 can knockdown, level 3 can pull toward you a little bit
    - ***Force Sense: gives limited snipershot dodging ability (you might need to hold down Use)
    - Force Speed: decreases FP cost of sniper shot dodging at Level 3 (for auto-dodging anyway)
    - **Force Protect 1/2/3: gives only 10/20/40% damage reduction against saber attacks instead of 25/50/75%
    - Force Heal: costs slightly fewer force points at Level 3
     
    NPC AI
    ------------------------------------------------------------------------------------------------------------------------------
    NPC Jedi changes:
    - smarter use of new JA abilities; only use Force Rage if close and have >25% HP, only kick/use saber katas if close (except CLASS_REBORN, they like show off if far away)
    - Less exploitable; tries hard to dodge if drops saber throw, recovers from knockdown and activates saber faster after being gripped/drained (effects increase w/game difficulty and NPC rank). Player team Jedi with a non-darkside class don't attack surrendered/unarmed enemies
    - Level of acrobatics determined by their move stat; 3 allows rolls and lean dodges, 4 allows cartwheels and flipping out of knockdown, this way you can restrict an NPC to be less acrobatic and more "technical"
     
    Force-only Cultists: react properly to explosives, sniper shots, and saber throws; *sometimes use quick punches if close, and in general try harder to dodge saber attacks/throws
     
    CLASS_BOBA, CLASS_MANDA, and CLASS_COMMANDO: (these have NOT been thoroughly tested...)
    - only an NPC with "undying 1" or the name boba_fett is invincible now
    - CLASS_MANDA acts like CLASS_BOBA but without a jetpack
    - CLASS_COMMANDO acts like CLASS_BOBA but without a jetpack or flamethrower
     
    Multi-weapon system:
    - NPCs should now change to the next best weapon they have when you disarm them
    - the boba-based classes support most player weapons now, and weapons are chosen randomly (can have more than 1 similar type of weapon)
     
    Other changes:
    - Grenadier Grans will use Melee sometimes even if the player is using a saber (silly thought because the idle saber stuns them)
    - **NPCs surrender more like JK2 (more consistent animation, once they decide to surrender near player they stay surrendered, but when you leave they will get sneaky)
    - Allied NPCs receive 150%/125%/100% HP for Padawan/Jedi/Jedi Knight difficulties now instead of 100%/125%/150% like enemies
    - Assassin Droids now fire even with their shields up
    - Class_Rodian with E11, and Class_Imperial at commander rank use alt-fire now always (like in JK2)
    - fixed a bug: Stormtroopers using Flechette and Repeater can now switch back to alt-fire if they switched to primary fire because the player was too close
     
    Saber System (activated with g_saberNewCombat 1)
    ------------------------------------------------------------------------------------------------------------------------------
    - Saber Offense gives a slash a base attack strength (AS), which is further modified by the strength of your saber style
    - Saber Defense gives a base defense strength (DS) of your blocks and a number of defense points (DP)
     
    Saber Offense level | 0 | 1 | 2 | 3 |
    -------------------------------------------------------
    AS | 0 | 2 | 4 | 6 |
     
    Saber Style | Fast | Medium | Strong | Tavion | Desann | Staff | Duals | Special Attacks
    -------------------------------------------------------------------------------------------------------
    AS Modifier | -2 | 0 | +2 | -1 | +1 (+2 if Desann) | +1 | -1 | +2
     
    Saber Defense level | 0 | 1 | 2 | 3 |
    -------------------------------------------------------
    DS | 0 | 2 | 4 | 6 |
    -------------------------------------------------------
    DP | 1 | 2 | 3 | 4 |
     
    How saber combat then works:
    - AS > DS = attack blocked but lose DP equivalent to AS - DS
    - all DP lost = guard crushed
    - DPs regenerate about 1 per second if walking/standing still
    - special attacks ignore DP: either crush guard or are blocked partially
     
    Other Changes:
    - player's defense with Medium and Strong styles is improved (you can deflect slashes and blaster fire more rapidly, but still not as quickly as NPCs)
    - Saber Defense 0 no longer makes you invincible to blaster fire, but blaster fire will pass through your saber
    - a custom saber with "autoblocking 0" now has narrow block arc for the player (otherwise blocking is ridiculously easy); holding Use and standing still will allow you to block in this fashion at any time
    - Desann style is as strong as Red if you are CLASS_DESANN, otherwise it does not cause knockdown as often as Red, and is slightly
    weaker
    - slash chaining altered:
    can only chain 2 slashes if running, staff and duals cannot chain infinitely (5 slash maximum now), chain counts are also not
    random (Medium can always chain 5 slashes while walking for example)
     
    Melee changes
    --------------------------------------------------------------------------------------------------------------------------------
    - Player can kick with any saber type, use +forcefocus to saberthrow (bind this to a key, such as MOUSE3)
    - Player's melee abilities determined by Saber Offense (1 = punches and kicks, 2 = katas, 3 = spin kicks)
    - if you're not cheating (using g_debugMelee or iknowkungfu)... Player melee katas have less range, must be aimed more precisely, and do not work on certain types of enemies
    - Spin/Flip kicks do slightly more damage
    - Spin Kicks are possible on demand with Use+AltAttack, however costs 10 FP (the auto version doesn't cost any)
    - **To kick over a Jedi, must have Saber Offense >= their Saber Defense
    - Player punches do 7/5 damage instead of 6/3, and aren't randomized
    - **Force Speed punching should be more consistent and less cheap (never did actually test)
    - **Heavy/Slow Melee is specifically associated with Chewbacca, CLASS_GRAN, and CLASS_TRANDOSHAN. Other NPC types will punch
    more quickly but weakly if given WP_MELEE
     
    Other Minor Features
    ----------------------------------------------------------------------------------------------------------------------------
    - visual effect for lightsaber-blocking Force Lightning, .efx file to use determined by "cg_lightningBlockEffect"
    - rolls and acrobatics are possible in 1st Person now
     
    New Modding Features
    ------------------------------------------------------------------------------------------------------------------------------
    - some new fields you can put in NPC files...
    dualPistols 1 -- gives an NPC dual pistols if have WP_BLASTER_PISTOL
    cortosis 1 -- cuts damage in half from lightsabers, stacks on top of any other damage reductions
    blastArmor 1 -- cuts damage in half from explosives and heavy weapons, stacks on top of any other damage reductions
    magPlating 1 -- cuts damage in half from blasters, stacks on top of any other damage reductions
    restrictJediPowers 1 -- restricts an NPC from using force powers they don't actually have (force pushing without Push 1 for example)
    altFire 1 -- this actually works now
    dontFlee 1 -- forces SCF_DONT_FLEE (an icarus script thing)
    dontFire 1 -- forces SCF_DONT_FIRE (like how melee cultists don't punch)
    rareFire 1 -- same AI as SCF_DONT_FIRE but allows punching sometimes with melee
    heavyMelee 1 -- forces heavy melee regardless of class
     
    - new fields are in the weapons.dat:
    1.) velocity, altVelocity: use an integer number (no decimals)
    2.) npcDmgMult, npcAltDmgMult, npcFireTimeMult, npcAltFireTimeMult: these are multipliers that use a decimal (like 0.7, 1.5, 2.3 etc.)
    *read the weaponshelp.txt for overview default values for these things are
     
    ** not completely tested but should work
    *** incomplete/unfinished/not working completely

    857 downloads

       (2 reviews)

    11 comments

    Updated

  2. Dusty's Patch: Jedi Academy SP (Test)

    Update 8/1/16:
    It seems the second time I uploaded the file I gave you guys some bad code files. I think that was also what was causing problems. As they say, the third time is the charm. Also, I forgot to mention the changes to Class_BobaFett, Class_Commando, and the new Class_Manda for NPCs.
     
    Warning: This mod is not compatible with existing save games. Just use cheats to remake your saved game. It also assumes OpenJK is installed which provides some files and libraries that are necessary to run the game. The latest OpenJK builds can be obtained here: https://builds.openjk.org/
     
    This is a test run for a modded Jedi Academy single player. All the features are code-side except for the animations (download Dusty's Patch: Animations to get them). The code uses a modified version of OpenJK's gameplay code.
     
    Feel free to report issues, give feedback, or suggest features. Remember though, I'm just one person.
     
    v1.1 changes:
    - fixed a bug where projectiles deflected by the player back at an enemy would just sit there without damaging the enemy
    - added the g_saberAutoAimDeflect cvar, it wasn't actually in before and the deflection aiming was actually controlled by g_spskill
    - to accurately aim deflections now you almost must be walking/guarding
    - fixed a baseJA bug where stormtroopers using Flechette and Repeater alt-fire would switch to primary fire when an enemy is very close not to damage themselves but then couldn't switch back to alt-fire
    - g_playerCheatPowers: if 1, player gets a lot of abilities that bosses and NPCs have, like auto-pushing explosives, sniper shot dodging, increased jumping ability/resistance to force powers, at 2 fp usage is cut in half, and at 3 you have unlimited fp and take no fall damage; make sure to have this set when before you load your game to get the automatically applied NPC boss class effects; also your lightsaber must be activated for auto-pushing explosives (so it won't work with any other weapon equipped or your saber off)
    - iknowkungfu now toggles g_playerCheatPowers to 1
    - NPCs are using some new AI for surrendering, but I'm not sure how it behaves in the context of the SP missions, as I only tested it on MP maps which don't have waypointing, but basically they consistently stay surrendered hile you are nearby but as soon as you leave they try to do stuff
    - NPC Jedi now have their level of acrobatics determined by their move stat; 3 allows rolls and lean dodges, 4 allows cartwheels and flipping out of knockdown, this way you can restrict an NPC to be less acrobatic and more "technical"
    - Class_BobaFett doesn't make an NPC invincible anymore, rather only the NPC with the name "boba_fett" or the undying field will be invincible, Class_Commando allows for an NPC that acts like Boba but without the flamethrower or jetpack, and Class_Manda is supposed to act like Boba but without a jetpack but is untested --- NOTE: must have WP_BLASTER as a fallback weapon to work correctly, and can currently only switch between/use the weapons Class_BobaFett has normal AI for (disruptor, rocket launcher, e11)
    - Tweaked the likelihood of Grenadier Grans using WP_MELEE when you have your saber out, don't know if it's a noticeable difference though
    - handicap_maxArmor controls the maximum charge your shield can get from a power station (not how many points the power station has to give you, but how high your shield can get FROM USING a power station; does it stop filling at 100? 150? etc.)
    - cg_lightningBlockEffect controls which efx file is used for the force lightning saber block effect
    - some new fields you can put in NPC files...
    dualPistols 1 -- gives an NPC dual pistols if have WP_BLASTER_PISTOL
    cortosis 1 -- cuts damage in half from lightsabers, stacks on top of any other damage reductions
    blastArmor 1 -- cuts damage in half from explosives and heavy weapons, stacks on top of any other damage reductions
    magPlating 1 -- cuts damage in half from blasters, stacks on top of any other damage reductions
    restrictJediPowers 1 -- restricts a Jedi NPC from using abilities they don't have the proper force powers for such as sniper
    shot dodging without Speed 2, force pushing without Push 1
    altFire 1 -- this actually works now
    dontFlee 1 -- forces SCF_DONT_FLEE (an icarus script thing)
    dontFire 1 -- forces SCF_DONT_FIRE (like how melee cultists don't punch)
    rareFire 1 -- allows punching sometimes with melee (to emulate how cultists punch sometimes in the previous version of the mod)
    heavyMelee 1 -- forces heavy melee regardless of class
    - new fields are supported by the weapons.dat however I'm not sure how robust they are (they seemed to work for me):
    velocity, altVelocity: use an integer number (no decimals)
    npcDmgMult, npcAltDmgMult, npcFireTimeMult, npcAltFireTimeMult: multipliers that use a decimal (like 0.7, 1.5, 2.3 etc.)
    the npc firetime fields might only work on newly spawned NPCs (firing speed is set as an NPC is spawning in)
    *read the weaponshelp.txt for overview of what the default values for these things are
     
    new bug - for some reason when you use playermodel to become an NPC your HP and shields will match that NPCs HP. Not sure why.
     
    v1.0 changes:
    New Cvars
    ------------------------------------------------------------------------------------------------------------------------------
    g_autoRoll - default is 1, if 1 default JA behavior, if 0 you have to be holding USE to roll
    g_char_forcePowerMax - requires level restart, controls number of player force points
    g_char_forceRegen - requires level restart, controls force point regen rate of player
    g_char_parryBonus - same as .sab file setting but applied on savegame load for player
    g_char_breakParryBonus - same as .sab file setting but applied on game load for player
    g_handicap - can go up to 200 now
    g_saberDamageScale - this scales saber damage, and is saved with your savegame. This effect stacks on top of the effect caused by g_saberMoreRealistic.
    g_saberDeflectAutoAim - if 0, blaster deflections are not auto-aimed but go in the direction of the crosshair with randomness
    based on Saber Defense level
    g_saberForceDrains - if 1 special moves drain the amount of FP from the next cvar, katas not affected
    g_saberForceDrainAmount - if g_saberForceDrains is 1, special moves drain this amount of FP, katas not affected
    g_saberLockSuperBreaks - if 1 default JA behavior of saber locks, if 0 no super breaks (1-hit KOs) ever happen after saber locks
    g_saberMoreRealistic - no longer write-protected
    g_weaponVelocity*, g_weaponAltVelocity* - use this to multiply the speed of most projectiles
     
    Gameplay mechanics
    ------------------------------------------------------------------------------------------------------------------------------
    Force powers (activated with g_forceNewPowers 1)
    ------------------------------------------------------------------------------------------------------------------------------
    - Force Jump height for all levels increased by 25%
    - Force Pull level 1 pulls weapons only, level 2 can knockdown, level 3 can pull toward you a little bit
    - ***Force Sense gives limited snipershot dodging ability (you might need to hold down Use)
    - Force Speed decreases FP cost of sniper shot dodging at Level 3 (for auto-dodging anyway)
    - **Force Protect 1/2/3 gives only 10/20/40% damage reduction against saber attacks instead of 25/50/75%
    - Force Heal costs slightly fewer force points at Level 3 if I remember correctly
     
    NPC AI
    ------------------------------------------------------------------------------------------------------------------------------
    - Improvements to NPC AI pertaining to the use of JA-exclusive abilities...
    NPCs only use Force Rage if close to the player and if have > 25% HP, only kick if close to the player,
    only use katas if close to the player
    - NPC Jedi will try very hard to dodge your attacks if you knock their saber throw to the ground (before they were more apt to just stand there)
    - NPC Jedi get up much more quickly from knockdown on higher difficulties (no easy marios for the win)
    - NPC Jedi will activate their saber very quickly after being gripped or drained based on difficulty and rank
    - Force-only Cultists react properly to explosives, sniper shots, and saber throws now
    - Force-only Cultists will very rarely throw in a quick punch if you get right in their face
    - Non-saber wielding NPCs with Class_Reborn try extra hard to dodge saber attacks and throws (because they can't block)
    - Light Jedi with non-dark Jedi AI (class_reborn, class_desann, etc.) classes don't attack surrendered or unarmed enemies now at all
    - **Grenadier Grans will alternate punches/thermal detonators even if your saber is out if you are really close to
    them
    - **NPCs surrender more like JK2 (the animation is more consistent, once they decide to surrender they will usually stay surrendered)
    - Allied NPCs receive 150%/125%/100% HP for Padawan/Jedi/Jedi Knight difficulties now instead of 100%/125%/150% like enemies
    - Assassin Droids now fire even with their shields up
    - Class_Rodian with E11 and Class_Imperial at commander rank use alt-fire now always
     
     
    Saber System (activated with g_saberNewCombat 1)
    ------------------------------------------------------------------------------------------------------------------------------
    - Saber Offense gives a base "attack power" (AP) (+2/+4/+6)
    - Saber Defense gives a base "defense power" (DP) (+2/+4/+6) and a number of block points (BP, is equal to 1 + your SD level IIRC)
    - "attack power" is modified by saber style (-2/0/+2/-1/+1/-1/+1 for Fast/Med/Strong/Duals/Staff/Tavion/Desann)
    - Desann style is as strong as Red if you are CLASS_DESANN, otherwise it does not cause knockdown as often as Red, and is slightly
    weaker
    - style attack chaining altered:
    can only chain 2 slashes if running, staff and duals cannot chain infinitely (5 slash maximum now), chain counts are also not
    random (Medium can always chain 5 slashes while walking for example)
     
    How saber combat then works:
    - AP > DP = attack blocked but lose a number of BP equivalent to AP - DP
    - all BP lost = guard crushed
    - BPs regenerate about 1 per second if walking/standing still (total BP = your Saber Def. level + 1 if I remember correctly)
    - special attacks ignore BP: either crush guard or are blocked partially
     
    Other saber-related changes (always active regardless of g_saberNewCombat)
    - player's ability to parry saber attacks and blaster fire is improved while walking or standing still for Medium and Strong
    styles
    - Saber Defense 0 no longer causes blaster fire to pass through the player, only the player's saber
    - A saber with autoblocking 0 now has a very narrow blocking arc for the player (so you can't cheat and block super easy)
    - Holding Use and standing still will let you try to manual block blaster bolts as it currently does in Base JA, however the arc is super narrow
     
    Melee changes
    --------------------------------------------------------------------------------------------------------------------------------
    - Player can use kicks with any saber type by default, you must use +forcefocus to saberthrow (bind this to a key, maybe your mousewheel click-down)
    - Player's melee abilities determined by Saber Offense level (1 = punches and kicks, 2 = katas, 3 = spin kicks)
    - if you're not cheating (using g_debugMelee or iknowkungfu)... Player melee katas have less range, must be aimed more precisely, and do not work on certain types of enemies
    - Spin/Flip kicks are only enabled for Saber Offense 3 but do slightly more damage
    - Spin Kicks are possible on demand by holding Use and pressing the Alt Attack button, however costs 10 FP (the auto version doesn't cost any)
    - **Knockdown from a kick to Jedi happens only if your Saber Offense >= their Saber Defense
    - Player punches do 7/5 damage now instead of 6/3 and aren't randomized
    - **Force Speed punching is more consistent now and less cheap (never did actually test)
    - **Heavy/Slow Melee punching is specifically associated with Chewbacca, Class_Gran, and Class_Trandoshan, other NPC types will punch
    more quickly but weakly if given WP_MELEE
     
    Other additions
    ----------------------------------------------------------------------------------------------------------------------------
    - visual effect for blocking Force Lightning with your lightsaber (it's subtle but there, it just plays a reverse-direction version of the Lightning level 1 effect)
    - rolls and acrobatics are possible in 1st Person now
     
    Future ideas
    ----------------------------------------------------------------------------------------------------------------------------
    Things to do -
    - *savegame screenshots
    - *separate cvar for player HP and Shields
    - force push strong version, mindtrick changes
    - *camera controls (1st, 2nd, 3rd, 4th person)
     
     
    ** not completely tested but should work
    *** incomplete/unfinished/not working completely

    446 downloads

       (4 reviews)

    33 comments

    Updated

  3. Dusty's Patch: Jedi Academy SP (Test)

    Updated 7/11/16: The animations mod must now be downloaded separately (to avoid legal issues?). I also realized I made some mistakes in the installation instructions in the readme. If you are having problems I suggest re-downloading to make sure you installed properly. Other small fixes to the documentation.
     
    Warning: This mod is not compatible with existing save games. Just use cheats to remake your savegame.
     
    This is a test run for a modded Jedi Academy single player. All the features are code-side except for the animations (download Dusty's Patch: Animations to get them). The code uses as a base the OpenJK build that existed at the time of release, so if your system has issues with OpenJK, you most likely will have problems running this.
     
    Feel free to report issues, give feedback, or suggest features. Remember though, I'm just one person.
     
     
    Changes from base JA/OpenJK...
     
    New Cvars
    ------------------------------------------------------------------------------------------------------------------------------
    g_autoRoll* - default is 1, if 1 default JA behavior, if 0 you have to be holding USE to roll
    g_char_forcePowerMax* - requires level restart, controls number of player force points
    g_char_forceRegen* - requires level restart, controls force point regen rate of player
    g_char_parryBonus* - same as .sab file setting but applied on savegame load for player
    g_char_breakParryBonus* - same as .sab file setting but applied on game load for player
    g_handicap* - can go up to 200 now
    g_saberDamageScale* - this scales saber damage, and is saved with your savegame. This effect stacks on top of the effect caused by g_saberMoreRealistic.
    g_saberDeflectAutoAim* - if 0, blaster deflections are not auto-aimed but go in the direction of the crosshair with randomness
    based on Saber Defense level
    g_saberForceDrains - if 1 special moves drain the amount of FP from the next cvar, katas not affected
    g_saberForceDrainAmount - if g_saberForceDrains is 1, special moves drain this amount of FP, katas not affected
    g_saberLockSuperBreaks* - if 1 default JA behavior of saber locks, if 0 no super breaks (1-hit KOs) ever happen after saber locks
    g_saberMoreRealistic* - no longer write-protected
    g_weaponVelocity*, g_weaponAltVelocity* - use this to multiply the speed of most projectiles
     
    Gameplay mechanics
    ------------------------------------------------------------------------------------------------------------------------------
    Force powers (activated with g_forceNewPowers 1)
    ------------------------------------------------------------------------------------------------------------------------------
    - Force Jump height for all levels increased by 25%
    - Force Pull level 1 pulls weapons only, level 2 can knockdown, level 3 can pull toward you a little bit
    - ***Force Sense gives limited snipershot dodging ability (you might need to hold down Use)
    - Force Speed decreases FP cost of sniper shot dodging at Level 3 (for auto-dodging anyway)
    - **Force Protect 1/2/3 gives only 10/20/40% damage reduction against saber attacks instead of 25/50/75%
    - Force Heal costs slightly fewer force points at Level 3 if I remember correctly
     
    NPC AI
    ------------------------------------------------------------------------------------------------------------------------------
    - Improvements to NPC AI pertaining to the use of JA-exclusive abilities...
    NPCs only use Force Rage if close to the player and if have > 25% HP, only kick if close to the player,
    only use katas if close to the player
    - NPC Jedi will try very hard to dodge your attacks if you knock their saber throw to the ground (before they were more apt to just stand there)
    - NPC Jedi get up much more quickly from knockdown on higher difficulties (no easy marios for the win)
    - NPC Jedi will activate their saber very quickly after being gripped or drained based on difficulty and rank
    - Force-only Cultists react properly to explosives, sniper shots, and saber throws now
    - Force-only Cultists will very rarely throw in a quick punch if you get right in their face
    - Non-saber wielding NPCs with Class_Reborn try extra hard to dodge saber attacks and throws (because they can't block)
    - Light Jedi with non-dark Jedi AI (class_reborn, class_desann, etc.) classes don't attack surrendered or unarmed enemies now at all
    - **Grenadier Grans will alternate punches/thermal detonators even if your saber is out if you are really close to
    them
    - **NPCs surrender more like JK2 (the animation is more consistent, once they decide to surrender they will usually stay surrendered)
    - Allied NPCs receive 150%/125%/100% HP for Padawan/Jedi/Jedi Knight difficulties now instead of 100%/125%/150% like enemies
    - Assassin Droids now fire even with their shields up
    - Class_Rodian with E11 and Class_Imperial at commander rank use alt-fire now always
     
     
    Saber System (activated with g_saberNewCombat 1)
    ------------------------------------------------------------------------------------------------------------------------------
    - Saber Offense gives a base "attack power" (AP) (+2/+4/+6)
    - Saber Defense gives a base "defense power" (DP) (+2/+4/+6) and a number of block points (BP, is equal to 1 + your SD level IIRC)
    - "attack power" is modified by saber style (-2/0/+2/-1/+1/-1/+1 for Fast/Med/Strong/Duals/Staff/Tavion/Desann)
    - Desann style is as strong as Red if you are CLASS_DESANN, otherwise it does not cause knockdown as often as Red, and is slightly
    weaker
    - style attack chaining altered:
    can only chain 2 slashes if running, staff and duals cannot chain infinitely (5 slash maximum now), chain counts are also not
    random (Medium can always chain 5 slashes while walking for example)
     
    How saber combat then works:
    - AP > DP = attack blocked but lose a number of BP equivalent to AP - DP
    - all BP lost = guard crushed
    - BPs regenerate about 1 per second if walking/standing still (total BP = your Saber Def. level + 1 if I remember correctly)
    - special attacks ignore BP: either crush guard or are blocked partially
     
    Other saber-related changes (always active regardless of g_saberNewCombat)
    - player's ability to parry saber attacks and blaster fire is improved while walking or standing still for Medium and Strong
    styles
    - Saber Defense 0 no longer causes blaster fire to pass through the player
    - A saber with autoblocking 0 now has a very narrow blocking arc for the player (so you can't cheat and block super easy)
    - Holding Use and standing still will let you try to manual block blaster bolts as it currently does in Base JA, however the arc is super narrow
     
    Melee changes
    --------------------------------------------------------------------------------------------------------------------------------
    - Player can use kicks with any saber type by default, you must use +forcefocus to saberthrow (bind this to a key, maybe your mousewheel click-down)
    - Player's melee abilities determined by Saber Offense level (1 = punches and kicks, 2 = katas, 3 = spin kicks)
    - if you're not cheating (using g_debugMelee or iknowkungfu)... Player melee katas have less range, must be aimed more precisely, and do not work on certain types of enemies
    - Spin/Flip kicks are only enabled for Saber Offense 3 but do slightly more damage
    - Spin Kicks are possible on demand by holding Use and pressing the Alt Attack button, however costs 10 FP (the auto version doesn't cost any)
    - **Knockdown from a kick to Jedi happens only if your Saber Offense >= their Saber Defense
    - Player punches do 7/5 damage now instead of 6/3 and aren't randomized
    - **Force Speed punching is more consistent now and less cheap (never did actually test)
    - **Heavy/Slow Melee punching is specifically associated with Chewbacca, Class_Gran, and Class_Trandoshan, other NPC types will punch
    more quickly but weakly if given WP_MELEE
     
    Other additions
    ----------------------------------------------------------------------------------------------------------------------------
    - visual effect for blocking Force Lightning with your lightsaber (it's subtle but there, it just plays a reverse-direction version of the Lightning level 1 effect, will make this a separate file)
    - rolls and acrobatics are possible in 1st Person now
     
    Future ideas
    ----------------------------------------------------------------------------------------------------------------------------
    Things to do -
    - *savegame screenshots
    - *separate cvar for player HP and Shields
    - reborn masters with debounce to limit constant saber throwing + lightning
    - *NPCs avoid cliffs
    - *extra fields in Weapons.dat such as NPCDamageMult, NPCAltDamageMult, saber ignition/deignition time
    - force push strong version, mindtrick changes
    - doing a full slash when starting saber off regardless of movement
    - *camera controls (1st, 2nd, 3rd, 4th person)
    - better AI for NPCs deciding to surrender
     
     
    * would like to implement into OpenJK
    ** not completely tested but should work
    *** incomplete/unfinished/not working completely

    439 downloads

       (5 reviews)

    16 comments

    Updated

  4. Dusty's Patch: Animations

    Warning: this mod uses it's own _humanoid.gla
     
    Unfortunately in JA, looping animations played backwards get stuck, and OpenJK doesn't want to fix this because it will break save game compatibility. So the only way I could fix it was to create new animations with the frames in reverse order...
     
    Sabering Changes
    -- backwards walking for all saber styles corrected
    animations do not get stuck, and the duals/single saber animations are much better for guarding
     
    -- stagger animations for all saber styles are much more consistent now (when your attack is knocked away by a stronger defense)
    Single saber is not so slow at recovering, nor are Staff and Duals so fast
     
    -- parry/deflection speed increased by 25% (Medium style), 30% (Strong style)
    basically you recover faster after parrying a saber slash or a blaster bolt and can therefore parry more rapidly
    -- medium/yellow style DFA now always uses the overhead slash animation instead of the saber poke
    the DFA is also sped up slightly for easier aiming
     
    -- Staff and Duals Katas sped up slightly
     
     
    Other Changes
    -- roll animations sped up very slightly
     
    -- punches are a teeny bit faster
     
    -- all regular kicks sped up slightly
    front kicks by 1 fps, side kicks by 3 fps, and rear kicks by 5 fps
     
    -- defeated enemies may grunt if you push them or attack them
    Jedi are supposed to show restraint...

    2,568 downloads

       (4 reviews)

    0 comments

    Updated

  5. Expanded Weapons.dat (OpenJK)

    This adds new fields (damage, altDamage, splashDamage, splashRadius, altSplashDamage, altSplashRadius) for most weapons in the weapons.dat file. The advantage of this is that now you can modify these values without changing the game's source code.
     
    Unsupported Weapons:
    WP_SABER, WP_MELEE, WP_TUSKEN_STAFF, WP_TUSKEN_RIFLE, WP_SCEPTER, WP_NOGHRI_STICK
     
    Installation:
    You need OpenJK or a mod that uses OpenJK's source as a framework (go look up OpenJK if you need to get that). Just extract the pk3 file to your Gamedata/base folder or Gamedata/modname if you want to use it in a separately loaded game mod from the default game. Then change the values inside the pk3 in ext_data/weapons.dat
     
    Other Details:
    OpenJK had added code support a while ago courtesy of Eezstreet for this but no one ever released an actual new version of the weapons.dat so you had to add the fields manually if you wanted to use them. I thought maybe I would whip this up. I'm pretty sure I didn't make any mistakes, all the values should be the same as their default hard-coded values (which are used if you neglect to include the field in the weapons.dat file).
     
    If I didn't include a field it probably doesn't work, you can try adding it if you really want, it won't make your game crash, but the code might not do anything with the value (I tried adding splash damage to the blaster pistol for example, but it didn't do anything). Some of the fields seem kind of redundant (is there a difference between Det Pack primary and alt fire??) but I included whatever fields didn't have zeroes for defaults in the code.
     
    Some weapons don't support the new fields for obvious reasons, like WP_SABER. Others like WP_MELEE are still hard-coded I guess because left and right punches, kicks, and katas all have special damage values. The ONLY weapon I know you can add values to is WP_BOWCASTER. You can give it splash damage which also does a little knockback but there are no visual effects for it.
     
    KEEP IN MIND!!!
    Feel free to use this however you want, but keep in mind it can't be distributed in the same download as the OpenJK source code just so you know. No assets of any kind are allowed to be distributed with OpenJK if I remember correctly. Easy enough to do right?

    597 downloads

       (4 reviews)

    7 comments

    Updated

  6. Dusty's Lightning Effects

    A force lightning mod. There are tons of these around, but I wanted to make my own version with some slightly altered features.
     
    Changes:
    - new image for Force Lightning from JK2 I believe (I think it looks more snazzy)
    - less lightning bolts drawn on screen at any given time, however individual bolts are slightly thicker (meant to make individual bolts feel more "powerful", also just for a cleaner looking lightning effect)
    - the orb(s) the lightning comes out of are a bit smaller to be in better proportion to the lightning bolts
    - optional ambient lighting effects for force lightning (the lighting that appears on the ground/walls/ceiling around the lightning bolts)
    - choice between different colors of force lightning
     
    PK3 packages: (explanation of what the ending suffixes mean)
    B - Blue Lightning. No ambient light.
    BL - Blue Lightning. Yes ambient light.
    BP - Blue Lightning for levels one and two of the force power. Purple lightning for level three of the power. No ambient light.
    BPL - Blue Lightning for levels one and two of the force power. Purple lightning for level three of the power. Yes to ambient light.
    P - Purple Lightning. No ambient light.
    PL - Purple Lightning. Yes ambient light.
     
     
    I felt that in the Base JA effect and in most lightning effect mods out there, that there were too many lightning bolts drawn on screen at once. Rather, I thought the individual lightning bolts should seem more powerful, rather than the power of the lightning seeming to come from 30+ bolts on the screen at once, and I thought it looks too messy with that many bolts anyway.
     
    The image for the lightning is borrowed from JK2 I believe which is purple by default. I borrowed a couple images from a mod on jk2files.com called "New Lightning Effects" but since jk2 files is down I can't check to see who the author was. I'm pretty sure though all he did was color the JK2 lightning effects blue.
     
    I'll probably release a full version of this with more polish, like more lightning styles and some improvement on the look and color of the ambient lighting, but honestly I've tinkered with this for so long I just wanted to finally release something.

    6,020 downloads

       (5 reviews)

    4 comments

    Updated

  7. Reborn Apprentice

    This is meant more just to be a little skin for people to use for NPCs or something. If you want to use it in MP I gave it a very lazy icon.
     
    Just a green-clothed reskin of the reborn_new model with the head flap removed. This is what I thought a reborn apprentice in Tavion's ranks might look like. Maybe he's one of the yellow-orange reborns from JK2 that improved their skills a bit, but isn't quite strong enough to be a Reborn Warrior (one of the red ones). Or maybe he's one of the more skilled saber wielding cultists on his way to becoming a full-fledged Reborn. He's probably one of those JK2 reborns because that's the sound set I gave him so... He uses an NPC file almost identical to reborn_new2 in base JA, except he is spawned via "npc spawn reborn_apprentice".
     
    I was thinking of making a brown clothed and gray clothed reborn_new skin, but on second thought that's what the MBII RGB reborn_new is for... hmm just remembered that skin just now...

    167 downloads

       (4 reviews)

    2 comments

    Updated

  8. Dusty's JK3 Patch and Expansion (Beta)

    My SP mod I'm making. Surprisingly so far it doesn't conflict with multiplayer too much, except it messes up the running animations sometimes, and it gives you non-working copies of all the Base JA hilts that give you the stinger hilt if you try to use them.
     
    The change log is messy looking, but let me clarify it:
    It first tells you the changes from Base JKA to the last version I released on the forums. Then without any spacing, it says "Changes from V0.4-", which is the changes this version I'm releasing now made from the previous version I had released on the forums.
     
    Also, make sure to start a new game in Single Player so animations work correctly!
     
     
    Credits:
    Minilogoguy18 – broken staff sabers
    Zicmak – saber crystal icons
    Inyri Forge – Forge hilt
    Buster Senatu – Buster hilt
    Angel Soul – new Force icons (not actually in the mod yet!)
    RancorSNP – NPCs mod, helpful website with SP cmds
    MasterHill – Masterhill’s Sabers MKIII
    [NFOR]Neo_Knight – JA Remix hud
    Darth NormaN- Elegance hud
    TheRFiles, eezstreet, Mr.wonko, Master_Ibonek, Agent Jones and others on JKHub for their help and support so
    far!
     
    Remember, if you use this mod somewhere or edit it, it's not only my own work featured in the mod!

    1,995 downloads

       (3 reviews)

    8 comments

    Updated

  9. Dusty's Patch: SP Menu and UI Upgrade

    NOTE: The screenshots are a tad off. My printscreen functionality wasn't working so I had to take some of the pictures using the console, and for my code build I have debug mode on so normally the "LOADING: blablabla" text won't appear on the level loading screen.
     
    I strongly recommend using this mod with OpenJK or it won't work very well. I included instructions in the readme for installing OpenJK if you're not sure how to do it. PLEASE read the readme and and read and follow all the instructions in it. There's a couple little things you need to do besides using OpenJK to get the mod working.
     
     
    Aye, this was a good bit of work. I would expect some more mods soon, but I'm still pretty lazy, so I'm not making any promises.
     
     
    What this mod does:
    Adds some new options to the Setup menu. In Video 2 there is a button now called "More Options" where you can set the intensity of the Dynamic Glow effect to be less strong (High is the normal default setting) and set the Force Push / Pull refraction effect. There is also a "Very High" option for sound quality in the Sound menu.
    Adds more options to the Controls menu. There are some new commands you can use in Interaction, and Weapons. Some of them you have to bind manually. Others like the inventory buttons (in the Interaction menu) work the normal way. In the "Other" section you have the option to change some things about the camera, and to use a special camera mode (using the command vstr camera) that changes between 1st person, 2nd person, 3rd person, and a far-away version of 3rd person. It is a bit sensitive and buggy though because it's not hardcoded. You also have some other options added too.
    the custom commands include holstering (you can also do this by default by pressing the "=" key, however my command vstr holster also adds melee / fisticuffs to your inventory if you don't have it), vstr meleekata (a melee kata that is a bit harder to pull off than the normal version, it's still kind of cheating though if you use it), and vstr block1 (a manual blocking move, it's kind of slow though)
    Adds an Inventory Select menu and changes the Weapon Select menu for SP missions. (Note: if you don't want this, delete the ingameforceselect, ingameweaponselect, and ingameinvselect .menu files from the ui/ folder in the pk3 file) Now you can only take 1 extra weapon with you but you can take two sets of inventory items and you also get the Electrobinoculars from JK2 for every mission. The inventory menu is a little sensitive though so be careful with it. You have to use the Clear / Reset button to unselect items.
    Music is added to the Main Menu. It cycles between two different songs changing each time you load up the game. Read the readme file for instructions on how to change the music used.
    Tips are added to the loading screen for levels. You'll see different tips at the bottom of the screen giving you some hints on how to play Single Player. Some tips are about things that aren't hard to figure out, but several of them are little secrets and tricks I've learned from playing and hacking SP for a while. There are 17 different tips in total. I had to remove the force power icons in the loading screens to make room for the tips however.

    1,283 downloads

       (6 reviews)

    5 comments

    Updated

  10. Dusty's Patch: Single Player NPCs

    This is an NPCs modification that will appear in some form in the SP mod called Dusty's Patch. Keep in mind, NPC HP listings are base HP values, which are increased usually based on game difficulty up to 150% on Jedi Knight difficulty (some NPCs aren't affected like some bosses, class_reborn, class_jedi). Aggression increases how quickly gunner NPCs start firing at you once alerted, and how likely they are to continue chasing after/searching for a lost player or other enemy.
     
    Two versions of the mod in here: Full, and Light
    full - has all the sabers made a hair longer and thicker (default 41 length and 3.25 radius as opposed to 40 length and 3 radius) and NPC specific sabers
    light - has only the .npc file mods and stat changes on a few sabers for NPCs but the sabers are not all modded and have the normal length and thickness generally
     
    Change List -
     
    Version History -
    Changes from v1.1 (this version being v1.11):
    - Fixed an issue where the player's model would always be a stormtrooper in cutscenes
    - Forgot to mention in previous versions that the single-wielder version of Alora (the version of her you fight on Hoth) had some of her stats boosted
     
    Changes from v1.0:
    - Increased Assassin Droid's aim stat from 2 to 4 (in base it was 1, forgot to mention this change in last version)
    - Human Merc and Trandoshan now have an Aggression of 4 instead of 3 (they were listed as having that in v1.0 but somehow it got lost and wasn't actually in)
    - Trandoshan had WP_MELEE removed as he was using that instead of WP_REPEATER
    - Force-user cultists all had evasion raised from 3 to 4. (Should probably really be 5)
    - Luke and Kyle had HP lowered to 600 from 800 and 700 respectively; the way the game is coded on Jedi Knight difficulty they both ended up still having upwards of 1000 HP (in coding I think I will make allied NPCs not get so much HP)
    - Chewie had his base HP lowered to 190 for similar reasons^
    - Reborn Masters now have 250 HP instead of 300
    - Rodian Sniper had HP lowered to 20 from 30 so that the E11 Rodian actually has more HP
    - Fixed some mis-statements in the description of NPC changes, like Weequay and Trandoshan aim not actually being improved, Boss Rosh's run speed, and other little things
    - Added the training hilt skin for saber_reborn aka the Stinger hilt, so now you won't get a null texture for Rosh's training hilt on the training course level
     
    Overview of Changes -
    NPC changes from Rancor's Fix:
    - Alora_dual is now using Alora2 skin.
    - Assassin_droid sound fixed .
    - Fixed Bartender, no longer weird dance.
    - Deleted Cultist Destroyer (Its just lack of animation, if you wanna keep him just delete Cultist_destroyer.npc from my *.pk3)
    - Imperial Commander is now using his own voice, no longer same as Imperial Officer
    - Deleted Jawa_Armed, he's weapon was never fully created, crashing game, no use of them.
    - Fixed Morgan Katarn, added him few force powers (no saber, he was forceuser not jedi).
    - Rebel and Rebel 2 are now using their own voice
    - Rebel 2 now have changed look to rebel pilot
    - Deleted duplicated Rebel2 in rebel.npc file
    - Fixed Remote to look like it should be looking. (Still glitchy... but sometimes usable)
    - Removed RocketTrooper_ver1 this is just scaled stormtrooper, game have another rockettrooper NPC, guess they forgot to delete it.
    - Tried to fix rocks NPC, it failed so they're deleted. No use of them.
    X Increased Rosh's hp to prevent him from killing himself while jumping over the river. -- (removed this, Rosh only has 80 hp now. He's fragile. Handle with care, or not.)
    - Deleted Test NPC.
    - Deleted duplicated STOfficerAlt
    - Changed Tusken Sniper ally and enemy side. Now they're like normal tusken FREE/FREE.
    - Fixed walk speed of nearly all NPC's. (I tweaked this slightly... see below)
     
    General changes to NPCs:
    - Walk speed for almost all NPCs increased to 100 from 55 (Rancor's mod originally had it at 120), only NPCs that are different are Kyle_boss, Rosh, Boba Fett, and some other NPCs
    - If using the full version, all saber lengths are increased and sabers are slightly thicker (this makes them do slightly more damage too)
    - In both versions, broken staff sabers now use the appropriate models
    - accuracy for NPCs is generally improved, with the lowest aim stats usually being 2 instead of 1
    - some unused NPCs (unused in JA at least without spawning them) had stats improved (mostly aim), like Bespincop, rebel troopers
    - really skilled saberists and NPCs turn very fast, with yawspeeds of 160.
     
    Other Changes for individual NPCs:
    Alora - Single saber wielding variant had her stats raised slightly (the one you fight on Hoth).
    Assassin Droid - Aim stat increased from 1 to 4.
    Boba Fett - lowered run speed from 300 to 230
    Chewie - Lowered HP from 400 to 190 and aim from 5 to 4. He's tough. Not perfect. Back him up. He'll end up having 270 HP on Jedi Knight difficulty and up. 190 HP is on Padawan. No idea why Raven made HP bonuses for difficulty apply to allied NPCs. (Erm, his HP may be wrong for this version - Dusty 1/30/2015)
    Cultist (gunner) - raised all stats from 1 to 2, aggression from 1 to 4. Jump 2 instead of 3, Speed 1 instead of 2.
    Cultists (force users) - Raised reactions from 1 to 3. Raised evasion from 3 to 4. Force regeneration time increased from 50 ms to 75 ms. Force max reduced from 200 to 150.
    Cultist (grip) - Added drain 1 to compensate for only having grip 2.
    Cultists (saber wielders, no force push) - most stats raised slightly and some ranks increased. Saber powers adjusted slightly. Pushes a tad harder in saber locks than in base JA. Still have short silly sabers.
    Cultists (saber wielders with force push) - most stats raised slightly and some ranks increased more so than standard saber cultists. Force push 2 instead of 1. Given full-length sabers. Pushes harder in saber locks than the lower level saber cultists.
    Desann - Saber shortened and slimmed a bit. Thought it was more realistic that way... just edit his saber back if you don't like it.
    Grans - Gran boxer has higher aggression. Gran shooter doesn't have supernatural aim now but still better than like 75% of NPCs.
    Human Merc - Increased aggression. Aim is 2 instead of 1 but still worse than most NPCs because of randomization.
    Imp officer - Improved aim to 4 from 3
    Imp Worker - Improved aim from 1 to 2, but they still probably have the worst aim in the game. Runs slightly faster like Tie pilots compared to most NPCs. Impworker2 and Impworker3 now use the DEMP2 as their weapon (not sure if impworker3 is ever used in JA which is why I gave it to both)
    Jedi and J2 - Increased stats a bit. No more sub-par force points and regen time.
    Jedi_Random - All stats raised from 2 to 3. Some ranks increased probably. Some force power ranks increased. Slightly less terrible force point totals and regen time.
    Jedi Trainer - Slightly better force powers. Force max increased to 150.
    Jedi Master - Better force powers than a Jedi Trainer. 180 force max. 300 HP and boss-style damage reduction instead of 400 HP and no reduction like the Jedi trainer. Tougher and more skilled. Has some improved saber stats like Reborn Masters. Wipes the floor with them.
    Kyle - HP reduced from 1000 to 600. Just so you can't completely hang him out to dry. He has a modded saber now so he will wipe the floor with enemy saberists even more. Because of Raven's sloppy coding he still ends up with 900 hp on Jedi Knight difficulty though.
    Boss Kyle - HP is 300 which is the same as base JA I think. His saber has a break parry bonus now. He runs almost as fast as the player and walks very fast (140 speed). Has 200 force points now like normal Kyle. Let's face it, even when Kyle is holding back he's a beast.
    Luke - 800 HP now instead of 200. All stats except move are 5 (move doesn't do anything anyway). Has a modded saber.
    Noghri - runs a little slower, but slightly better aim.
    Rebel - HP reduced from 100 to 50 (thought it was out of proportion with stormtroopers and similar enemies). Aim improved from 1 to 2.
    Reborn (yellow) - raised stats from 1 to 2. Pushes ever so slightly harder in saber locks.
    Reborn Warriors (Red JA Reborns) - removed break parry bonus from single-wielder. Duals and staff ones get a lock and disarm bonus like the single wielder.
    Reborn Adepts (Blue JA Reborns) - Single saber wielder is now the green "Reborn Apprentice" visually but otherwise unchanged. The other 2 variants of these guys are blue, and wield either single or duals. They have less HP than the warriors, but more force powers, more force points (120), and have slightly more skill but less aggression
    Reborn Master - single wielding variant has a less cheap more normal sized saber now and has Tavion style. HP for all variants increased from 200 -> 250. Force points for all variants reduced from 200 to 150 and force regen time slowed from 50 ms to 75 ms
    Rodian - the E11 variant gets 25 HP. Sniper variant only gets 20 hp now instead of 30, but had his aim raised to 2 (snipers aim better but fire less rapidly at higher aim stats). Both variants run a bit faster than most NPCs.
    Rosh - 80 hp instead 100. Might lower it more. Don't let the howlers chew him up too much in the opening level (unless that sort of thing you find enjoyable...?). He uses a more realistic training saber now on the course that you can get too with cheats ("saber training" in console, ugh, now that I think about it I left out the silver stinger skin for this... might get a bad texture in game now) that does 1/2 damage.
    Boss Rosh - I think I raised his stats a little bit and made him use medium style instead of strong. Less gimmicky I felt like. Lowered his run speed from 300 to 250 (equal to the player, faster when he's running forwards and you're backpedaling)
    Stormtroopers/Snowtroopers - HP increased from 30 to 40. They aim very well but their aim is randomized with sloppy shots coming through here and there (aim stat 5, rank ensign). They alert more quickly, turn around a bit faster, and are more likely to duck than most standard enemies.
    Stormtrooper officers/commanders - Probably some of the best aiming NPCs, can't have their weapons pulled. Fires at a high rate of speed regardless of game difficulty (other NPCs only pick up speed once you ramp up the difficulty).
    Tie Pilot - Slightly better shot than a regular stormtrooper (Pilots have that intense focus and coordination rite?). Runs a bit faster too because he's less heavily equipped.
    Trandoshan - Aim stat is 1. HP raised from 40 to 60. Model scaled up slightly (might have left that out by accident)? Runs a bit slower though than most enemies. (Ehm, they seem to be using wp_melee in this version, to fix it just delete the line giving them wp_melee from their .npc file, and they also seem to have 50 HP instead of 60 - Dusty 1/30/2015)
    Weequay - Aim stat is 1. HP raised from 30 to 35. Runs slowly like Trandoshans.

    498 downloads

       (2 reviews)

    5 comments

    Updated

  11. Dusty's Patch: Single Player NPCs

    This is an NPCs modification that will appear in some form in the SP mod called Dusty's Patch. Keep in mind, NPC HP listings are base HP values, which are increased usually based on game difficulty up to 150% on Jedi Knight difficulty (some NPCs aren't affected like some bosses, class_reborn, class_jedi). Aggression increases how quickly gunner NPCs start firing at you once alerted, and how likely they are to continue chasing after/searching for a lost player or other enemy.
     
    If you want more unused NPCs deleted to make room for custom NPCs I suggest checking out @RancorSNP who made his own NPCs patch a while ago. He has different files you can download, some of which make room for up to 10-20 more NPCs in the game without deleting any NPCs that are used in Base JA single player maps.
     
    Two versions of the mod in here: Full, and Light
    full - has all the sabers made a hair longer and thicker (default 41 length and 3.25 radius as opposed to 40 length and 3 radius) and NPC specific sabers
    light - has only the .npc file mods and stat changes on a few sabers for NPCs but the sabers are not all modded and have the normal length and thickness generally
     
    Change List -
     
    Version History -
    Changes from v1.11:
     
    - Fixed an issue where Trandoshans were using Melee instead of the Imperial Heavy Repeater
    - Fixed Chewie and Trandoshan NPCs to have correctly listed base HP amounts (190 for Chewie, 60 for Trandoshan)
    - Reverted Force-user Cultists FP regeneration and total FP to base JA levels, evasions stat raised to level 5
    - Gun-user Cultist has a slightly higher evasion stat (4 instead of 2 now)
    - Human merc NPCs had their aim stat raised from 2 to 3
    - Hazardtroopers (huge armored guys on the ground often with concussion rifles) and Rockettroopers (armored guys with jetpacks) had their aim stats generally improved (don't know if it makes much of a difference however, their aim may be controlled by their class more so than their NPC stats)
    - Rebel and all Prisoner-type NPCs had their aim stats boosted, prisoner-type had HP lowered to 50
    - Swamptroopers had their aim boosted to level 5 and rank boosted to LT from crewman
    - Stormtroopers/Snowtroopers had their evasion stat raised one more level (maybe makes them more likely to duck at times now? They didn't really seem to do it before...)
    - NPCs with slower running speeds had the stat lowered from 185 to 180 (Trandoshan, Weequay, Noghri)
    Changes from v1.1:
    - Fixed an issue where the player's model would always be a stormtrooper in cutscenes
    - Forgot to mention in previous versions that the single-wielder version of Alora (the version of her you fight on Hoth) had some of her stats boosted
     
    Changes from v1.0:
    - Increased Assassin Droid's aim stat from 2 to 4 (in base it was 1, forgot to mention this change in last version)
    - Human Merc and Trandoshan now have an Aggression of 4 instead of 3 (they were listed as having that in v1.0 but somehow it got lost and wasn't actually in)
    - Trandoshan had WP_MELEE removed as he was using that instead of WP_REPEATER
    - Force-user cultists all had evasion raised from 3 to 4. (Should probably really be 5)
    - Luke and Kyle had HP lowered to 600 from 800 and 700 respectively; the way the game is coded on Jedi Knight difficulty they both ended up still having upwards of 1000 HP (in coding I think I will make allied NPCs not get so much HP)
    - Chewie had his base HP lowered to 190 for similar reasons^
    - Reborn Masters now have 250 HP instead of 300
    - Rodian Sniper had HP lowered to 20 from 30 so that the E11 Rodian actually has more HP
    - Fixed some misstatements in the description of NPC changes, like Weequay and Trandoshan aim not actually being improved, Boss Rosh's run speed, and other little things
    - Added the training hilt skin for saber_reborn aka the Stinger hilt, so now you won't get a null texture for Rosh's training hilt on the training course level
     
    Overview of Changes -
    NPC changes from Rancor's Fix:
    - Alora_dual is now using Alora2 skin.
    - Assassin_droid sound fixed .
    - Fixed Bartender, no longer weird dance.
    - Deleted Cultist Destroyer (Its just lack of animation, if you wanna keep him just delete Cultist_destroyer.npc from my *.pk3)
    - Imperial Commander is now using his own voice, no longer same as Imperial Officer
    - Deleted Jawa_Armed, he's weapon was never fully created, crashing game, no use of them.
    - Fixed Morgan Katarn, added him few force powers (no saber, he was forceuser not jedi).
    - Rebel and Rebel 2 are now using their own voice
    - Rebel 2 now have changed look to rebel pilot
    - Deleted duplicated Rebel2 in rebel.npc file
    - Fixed Remote to look like it should be looking. (Still glitchy... but sometimes usable)
    - Removed RocketTrooper_ver1 this is just scaled stormtrooper, game have another rockettrooper NPC, guess they forgot to delete it.
    - Tried to fix rocks NPC, it failed so they're deleted. No use of them.
    X Increased Rosh's hp to prevent him from killing himself while jumping over the river. -- (removed this, Rosh only has 80 hp now. He's fragile)
    - Deleted Test NPC.
    - Deleted duplicated STOfficerAlt
    - Changed Tusken Sniper ally and enemy side. Now they're like normal tusken FREE/FREE.
    - Fixed walk speed of nearly all NPC's. (I tweaked this slightly... see below)
     
    General changes to NPCs:
    - Walk speed for almost all NPCs increased to 100 from 55 (Rancor's mod originally had it at 120), only NPCs that are different are Kyle_boss, Rosh, Boba Fett, and some other NPCs
    - If using the full version, all saber lengths are increased and sabers are slightly thicker (this makes them do slightly more damage too)
    - In both versions, broken staff sabers now use the appropriate models
    - accuracy for NPCs is generally improved, with the lowest aim stats usually being 2 instead of 1
    - some unused NPCs (unused in JA at least without spawning them) had stats improved (mostly aim), like Bespincop, rebel troopers
    - really skilled saberists and NPCs turn very fast, with yawspeeds of 160.
     
    Other Changes for individual NPCs:
    Alora - Single saber wielding variant had her stats raised slightly (the one you fight on Hoth).
    Assassin Droid - Aim stat increased from 1 to 4.
    Boba Fett - lowered run speed from 300 to 230
    Chewie - Lowered HP from 400 to 190 and aim from 5 to 4. He's tough. Not perfect. Back him up. He'll end up having 270 HP on Jedi Knight difficulty and up. 190 HP is on Padawan. No idea why Raven made HP bonuses for difficulty apply to allied NPCs.
    Cultist (gunner) - raised all stats from 1 to 2, aggression from 1 to 4, evasion from 1 to 4. Jump 2 instead of 3, Speed 1 instead of 2.
    Cultists (force users) - Raised reactions from 1 to 3. Raised evasion from 3 to 4. Force regeneration time increased from 50 ms to 75 ms. Force max reduced from 200 to 150.
    Cultist (grip) - Added drain 1 to compensate for only having grip 2.
    Cultists (saber wielders, no force push) - most stats raised slightly and some ranks increased. Saber powers adjusted slightly. Pushes a tad harder in saber locks than in base JA. Still have short silly sabers.
    Cultists (saber wielders with force push) - most stats raised slightly and some ranks increased more so than standard saber cultists. Force push 2 instead of 1. Given full-length sabers. Pushes harder in saber locks than the lower level saber cultists.
    Desann - Saber shortened and slimmed a bit. Thought it was more realistic that way... just edit his saber back if you don't like it.
    Grans - Gran boxer has higher aggression. Gran shooter doesn't have supernatural aim now but still better than like 75% of NPCs.
    Hazardtroopers - Aim stats increased.
    Human Merc - Increased aggression. Aim is 3 instead of 1 but still worse than most NPCs because of randomization.
    Imp officer - Improved aim to 4 from 3
    Imp Worker - Improved aim from 1 to 2, but they still probably have the worst aim in the game. Runs slightly faster like Tie pilots compared to most NPCs. Impworker2 and Impworker3 now use the DEMP2 as their weapon (not sure if impworker3 is ever used in JA which is why I gave it to both)
    Jedi and J2 - Increased stats a bit. No more sub-par force points and regen time.
    Jedi_Random - All stats raised from 2 to 3. Some ranks increased probably. Some force power ranks increased. Slightly less terrible force point totals and regen time.
    Jedi Trainer - Slightly better force powers. Force max increased to 150.
    Jedi Master - Better force powers than a Jedi Trainer. 180 force max. 300 HP and boss-style damage reduction instead of 400 HP and no reduction like the Jedi trainer. Tougher and more skilled. Has some improved saber stats like Reborn Masters. Wipes the floor with them.
    Kyle - HP reduced from 1000 to 600. Just so you can't completely hang him out to dry. He has a modded saber now so he will wipe the floor with enemy saberists even more. Because of Raven's sloppy coding he still ends up with 900 hp on Jedi Knight difficulty though.
    Boss Kyle - HP is 300 which is the same as base JA I think. His saber has a break parry bonus now. He runs almost as fast as the player and walks very fast (140 speed). Has 200 force points now like normal Kyle. Let's face it, even when Kyle is holding back he's a beast.
    Luke - 800 HP now instead of 200. All stats except move are 5 (move doesn't do anything anyway). Has a modded saber.
    Noghri - runs a little slower, but slightly better aim.
    Prisoner - Aim increased from 1 to 2 (or was it 3?). HP lowered from 100 to 50.
    Rebel - HP reduced from 100 to 50 (thought it was out of proportion with stormtroopers and similar enemies). Aim improved from 1 to 3.
    Reborn (yellow) - raised stats from 1 to 2. Pushes ever so slightly harder in saber locks.
    Reborn Warriors (Red JA Reborns) - removed break parry bonus from single-wielder. Duals and staff ones get a lock and disarm bonus like the single wielder.
    Reborn Adepts (Blue JA Reborns) - Single saber wielder is now the green "Reborn Apprentice" visually but otherwise unchanged. The other 2 variants of these guys are blue, and wield either single or duals. They have less HP than the warriors, but more force powers, more force points (120), and have slightly more skill but less aggression
    Reborn Master - single wielding variant has a less cheap more normal sized saber now and has Tavion style. HP for all variants increased from 200 -> 250. Force points for all variants reduced from 200 to 150 and force regen time slowed from 50 ms to 75 ms
    Rocket Troopers - (The ones with jetpacks) Aim stats increased.
    Rodian - the E11 variant gets 25 HP. Sniper variant only gets 20 hp now instead of 30, but had his aim raised to 2 (snipers aim better but fire less rapidly at higher aim stats). Both variants run a bit faster than most NPCs.
    Rosh - 80 hp instead 100. Might lower it more. Don't let the howlers chew him up too much in the opening level (unless that sort of thing you find enjoyable...?). He uses a more realistic training saber now on the course that you can get too with cheats ("saber training" in console, ugh, now that I think about it I left out the silver stinger skin for this... might get a bad texture in game now) that does 1/2 damage.
    Boss Rosh - I think I raised his stats a little bit and made him use medium style instead of strong. Less gimmicky I felt like. Lowered his run speed from 300 to 250 (equal to the player, faster when he's running forwards and you're backpedaling)
    Stormtroopers/Snowtroopers - HP increased from 30 to 40. They aim very well but their aim is randomized with sloppy shots coming through here and there (aim stat 5, rank ensign). They alert more quickly, turn around a bit faster, and are more likely to duck than most standard enemies.
    Stormtrooper officers/commanders - Probably some of the best aiming NPCs, can't have their weapons pulled. Fires at a high rate of speed regardless of game difficulty (other NPCs only pick up speed once you ramp up the difficulty).
    Swamptroopers - Aim stats increased to 5. Rank increased from crewman to lt (lieutenant).
    Tie Pilot - Slightly better shot than a regular stormtrooper (Pilots have that intense focus and coordination rite?). Runs a bit faster too because he's less heavily equipped.
    Trandoshan - Aim stat is 1. HP raised from 40 to 60. Model scaled up slightly (might have left that out by accident)? Runs a bit slower though than most enemies.
    Weequay - Aim stat is 1. HP raised from 30 to 40. Runs slowly like Trandoshans.

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