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RebornKyle

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  1. Well hey I greatly appreciate this! I'll be sure to give this a go when I have some time soonish. I'll probably opt for the specific NPC one since setting it globally would probably get messy if other users prefer it differently and having to change it back afterwards could alter those preferences. Happy Holidays!
  2. In this case either would be fine, it would be during a duel and going back to what it was after the duel
  3. Possible to make this scriptable? Only want it to occur in a specific situation. Even just toggling this on/off would work, but I'm not looking for cheats
  4. You know that service tunnel underneath the big elevator you and Jan ride down, that you can use to sneak into the booth where the officer is? You don't have to destroy the power generator by shooting at it, in order to get past the deadly electricity. There's this panel shown in the image at the other end of the tunnel. Press the use key on it, and the generator will stop running, and you can walk past it just as you would have before. No need to shoot, wait for the explosion to pass, and then move in. Something I hadn't noticed playing JK2 for many years now, and only found out through my conversion mod.
  5. 15 downloads

    Have you ever noticed that the action music for Bespin in Singleplayer and Multiplayer doesn't play the full track its from? I did, hence this mini-mod! By far John Williams' BEST soundtrack piece in all of Star Wars, IMO, I decided that it was a travesty to not bring this full track into these amazing games. Featuring the full latter half of The Clash of Lightsabers, Bespin's action music is no longer abridged. Comes complete with transitions into appropriate sections of the music, to make every part of the track just as dynamic as the rest of JK2's soundtrack. This mod comes in two versions: The standalone .pk3 for JK2 base music, if you haven't modified any of the other music and just want to pop it in your base folder and play. The edited part of the music file, so you can replace any mod's modified music that has Bespin in it with this version. This also works for JKA and any mods for it. I tested it with my JAO Enhanced mod for JKA, so I know it works If you don't know what I'm talking about, please bless yourself by listening to this phenomenal soundtrack. Look up Empire Strikes Back, Clash of Lightsabers on Youtube. Skip to about 1:40 for the track, 2:53 for the newly added half for this mod. Once you're blown away by that, consider downloading this mod for you
  6. Was wondering if its possible to prevent an NPC from using ragdoll upon being killed. Preferably it would be a scripted behavior that I could assign to any NPC, but I didn't see any that sounded like that when I perused Behaved.
  7. Do you mean the cutscenes in Jedi Academy? I didn't modify any of the JKA campaign, at least not in the base mod. I did in the custom add-on, but not any of the cutscenes with Luke. I'm not sure what could cause that. And I never noticed anything in the Academy game when I went through it to test before
  8. What problems exactly? Also this mod is used with JK enhanced, and the OG mod. Make sure you have both!
  9. Just tested the download version and didn't get any errors. I recommend you create a backup of your gamedata, and do a clean install.
  10. I messaged the staff about this, hopefully it gets fixed soon. EDIT: was fixed! Thanks for the review btw
  11. Version 1.0.0

    16 downloads

    A small texture mod designed to make the levels of t2_wedge and ffa_bonus1 have a green sky and skybox, similar to how it looks from orbit in the movie in-game. I was never satisfied with how it looks like Bespin 2.0 in the level, personally I think that's boring. Like why show a green planet if it's not going to actually be green? Anyway... With this the level is much more unique looking. Plus, the drifting fog in the story level is now much more visible. All it is, is a re-colorization with new palette of the existing skybox textures. So there should be no clipping or blending issues. Comes with appropriate levelshots as seen in the screenshots, so you'll never have to think about Bespin again, only green
  12. I asked our lord and savior (ChatGPT) and surprisingly it had an answer for me. I had to add animation to the turret_damage.md3 model because apparently the game freaks out if a model is moving and it doesn't have animation. So I just added 2 frames marked down in blender using SomaZ's plugin, and the message has disappeared. Now the turrets move exactly like in Outcast! Their aim is a little off compared to Outcast, but its sufficient.
  13. I managed to solve another bug in the JAO mod: the turrets in ns_hideout now move again. However, when destroying any one of them, an unending stream of the same warning pops up, which can be seen in the attached screenshot. It doesn't crash, but its an eyesore that stays in the top left corner due to it repeating over and over. I'd guess that the reason it's repeated about a million times is because it gets a warning each time it moves, which is just about every frame, lol. Does anyone understand what's going on here, and how to fix it? I've never seen this at all. For reference, I'm using misc_turret, not the original misc_ns_turret that Jedi Outcast used for this level, due to it having its own bugs that I'd rather avoid for now. Not sure if that would cause the issue, but it seems to be fine when its NOT destroyed, so...
  14. This sounds like an ext_data problem. Did you install JAEnhanced? And once you installed that, did you then replace the zZz_ja_enhanced.pk3 in the jaenhanced folder with the one that came with this mod? And did you replace the other files listed that I provided with in gamedata and jaenhanced?
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