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5,390 downloadsREQUIREMENTS >> Jedi Academy Patch (PC) 1.01 << RECOMMENDED >> Jedi Knight Academy Particle Physics << 1. You can choose every Saber Type in the start of any new game 2. You can choose a new Saber hilt in the start of any new game (Kyle, Luke, Mara, Vader, Ben, Qui Gon, Obi Wan, Dooku, Maul, Sidious) 3. You can choose every Saber Style in the start of any new game (Styles are limited and depends on hilt - Fast, Medium, Strong, Tavion or Dessan) 4. You can choose the Saber color red for every saber type in the start of any new game 5. Kick your enemy if he is close to the end of life 6. Saber staff can cut from enemies and they will weild them in the dual style 7. Use only the truly associated Powers from the movies in the start of any new game (Removed Force-Rage, drain, protect and absorb) 8. Available Force Powers are now on level 3 in the start of any new game (Force-Grip, Pull, Lightning, Throw and Speed) 9. Enemies can now dismembered in the start of any new game without use of console, an hex, hook or a trainer! (batch file, autoexec.cfg and setdismember.cfg are necessary) INSTALLATION 01. If you use the previous version, JKA SP Unlocker, please delete the old files before. 02. Extract the content of JKJA_SP_Unlocker_v4.0.3_byNardja.zip and run the setup.exe 03. Choose the directory of your Jedi Academy installation (C:\Program Files (x86)\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData) ATTENTION I've compiled the .BAT files to executables with the program Bat2Exe http://wiki.uniformserver.com/index.php/PHP_WinBinder:_Project#Create_an_EXE_file The execuatbles can return a false AV Positive! But i guess they are clean and not dangerous! If players adding new characters after the installation of the Unlocker, they need a update for the "MENUS.str". Otherwise species name of added characters or saber names aren't shown. Secondary links to Main Modification or reverted editions UPDATED Mediafire-Download Link: SP Unlocker v403 - Main Edition Setup http://www.mediafire.com/download/adgibhxmv184rxz/JKJA_SP_Unlocker_v4.0.3_byNardja.zip --------------------------------------------------------------------------------------------------------------- SP Unlocker v403 - Auto Block Edition http://www.mediafire.com/download/bd21ds1daz6i5ic/JKJA_SP_Unlocker_v4.0.3_AutoBlock_byNardja.zip +enabled Auto Blocking again (Need setcvar.cfg replacement) --------------------------------------------------------------------------------------------------------------- SP Unlocker v403 - No Blood Edition (Only main .pk3 file) http://www.mediafire.com/download/l3x0jgjgg9ddcpo/JKJA_SP_Unlocker_v4.0.3_NoBlood_byNardja.zip -Bloody Dismembered is removed --------------------------------------------------------------------------------------------------------------- SP Unlocker v403 - No Blood All Force Edition (Only main .pk3 file) http://www.mediafire.com/download/ai7jdt4rh1zltad/JKJA_SP_Unlocker_v4.0.3_NoBlood_AllForce_byNardja.zip -Bloody Dismembered is removed +enabled Force Rage, Drain, Protect and Absorb powers again --------------------------------------------------------------------------------------------------------------- SP Unlocker v403 - All Force Edition (Only main .pk3 file) http://www.mediafire.com/download/u6vj6c7j9f666fa/JKJA_SP_Unlocker_v4.0.3_AllForce_byNardja.zip +enabled Force Rage, Drain, Protect and Absorb powers for NPC's & Player again (atm the Forces, Protect, Absorb and Shield cause an color change for RGB characters in the time of activation!) If you want to use Manual Blocking, 01. Open Launcher and click on AUTOEXEC button 02. Change the "MOUSE4" of the command, bind MOUSE4 "+block" (You can open a HELP.cfg in Launcher with the [?] Question mark button) If you want to disable the Manual Blocking in reverted editions, (Download one of the reverted editions above this tutorial) 01. Go to Base directoy 02. Open the setcvar.cfg 03. Now search for the cvar "seta g_saberAutoBlocking" and change the "0" to "1" 04. Open Unlocker_v403.pk3 with WinRAR (Not 7zip or something other) 05. Double click on setcvar.cfg and open it with notepad 06. Search for the cvar "seta g_saberAutoBlocking" and change the "0" to "1" again 07. Save the file and WinRAR will ask If you want to update the archive, click Yes 08. Close WinRAR and start the Launcher
11,156 downloads*************************** JEDI ACADEMY MODIFICATION *************************** Title : Dark Forces Mod for Jedi Academy - Demo Version Author : The Dark Forces Mod Team E-Mail : email@example.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.
2,361 downloadshttps://www.youtube.com/watch?v=PlS56OjnVPs Mod Name: Classic Jedi Project Replacements Author: Omega1 Models and Textures: Toshi, DT85, Plasma, Omega Description: I have always been irritated with the changes made to the Jedi look (as well as overall concept) that was introduced with the prequels (from the shorter and fancier robes, to lack of Lightsaber D-rings), so consider this a return to formula, returning the look of the Jedi to that of what we saw from Obi-Wan (Old Ben) Kenobi and the redeemed older Anakin Skywalker. Just like the Original Trilogy concept of the Jedi appearance I used traditional Samurai and medieval Knight robes as a basis. Replacements: Luke, Kyle, Jedi, Jedi 2, Jedi Master and Jedi Trainer. Team Skins: Yes LODs: No Known Bugs: - Slight clipping in certain animations due to the way the JKA skeleton is setup. - No model caps. Installation: Copy the contents of the zip file over to your "Jedi Academy\GameData\base" Folder. IMPORTANT NOTE: Vanilla JKA can be very edgy when using model replacements, the most common problem being "Run out of transform space for ghoul2 Models. Adjust MiniHeapSize in SV_Spawn Server". To fix this I suggest you download and install OpenJK which can be found here: https://github.com/JACoders/OpenJK This is basically an unofficial patch for JKA, and I highly recommend it! If you like my mods and want to see more content, please support me on Patreon: https://www.patreon.com/omegastarvg
7,558 downloadsPair with my Prequel Music Replacement for BEST results! The Prequel Conversion mod will do exactly that: convert the Single Player campaign story and experience into that of the prequel Star Wars movies (Episodes I, II, and III). This includes replacing various characters to those in the movies. A list will be given below to reveal what is replaced: Characters: - Trade Federation Battledroids (with corresponding rank colors):Stormtroopers, Imperials, Snowtroopers - Super Battledroids: Imperials, Rocket Troopers, Stormtrooper Commander, Saboteur - Droidekas: Hazardtroopers, Assassin Droids - Maganaguards with Electrostaff: Cultists - Jango Fett: Boba Fett - Nute Gunray: Racto (the guy on Coruscant who's making illegal droids) - Wat Tambor: Rax (the fat Imperial who chases Jaden for sport) - Clone troopers (Mark II): Rebel, Wedge Weapons: - E-5 Blaster Rifle (Battledroid blaster): E-11 Blaster Rifle (Stormtrooper blaster) - KiSteer 1284 sniper rifle (Zam Wessel's rifle): Tenloss Projectile Sniper Rifle - DC-15A Repeating Blaster (Clone Assault Blaster): Imperial Repeater Vehicles: - Hailfire droid: AT-ST - Republic Gunship/ARC-170 Starfighter: X-Wing (Cinematic/Vehicle) - Jedi Starfighter (Mark II): Z-95 - Vulture Droid Starfighter: TIE Fighter - Trifighter/Soulless One (Grievous' Starfighter): TIE Bomber Effects: - Blaster pistol: from yellow to red - Repeater: from yellow and round to blue and normal looking - Turrets: yellow to red Voices: - Nute Gunray has a brand new voice, thanks to a friend who is an excellent voice actor. - Wat Tambor has Rax's voice but with effects to make it sound more like his. - Dialogue from Jaden is changed to say Jango in instead of Boba - Stormtrooper conversations are changed to droid conversations. I had to think, "What would droids talk about?" - Cultist conversations with each other and with Alora are now more "magnaguard" sounding. I did the best I could. - Rebel/Wedge dialogue is filtered to sound like it's from a Clone trooper helmet. - Dialogue that mentions the Empire or Stormtroopers has either been changed to say droids or just removed with context in tact Misc: - Levelshots updated to reflect various changes (mostly the vehicles) - All subtitles and menus edited to remove all mention of Imperial/Empire/Stormtroopers and to reflect dialogue changes - Menus and HUD changed to reflect new weapons. - The Super Battledroid uses it's own animations thanks to the MBII team. It also uses the old bryar slot that isn't used in JA. - All scripting issues were resolved all thanks to therfiles at JKHub. He was oh so very helpful. Comments: This is a quite large mod that I started quite a long time ago with the original release of my "Battledroid SP" mod. I took a long break from modding and returned to work on this mod. It is not quite finished, as it will become a slightly larger mod. This is only version 1. Version 2 might come before I merge this into something slightly bigger eventually. The majority of the content in this mod is not mine at all. I merely combined a lot of pre-existing material from other authors to make this. That made it easier and definitely better, as my work would not be anywhere near as good, but I still worked really hard on this in all other ways. FOR BEST RESULTS: Play with maximum dismemberment. An autoexec.cfg is included with the necessary settings for this. It's the only way to do it in JA SP. Bugs: - Most are unavoidable unfortunately, but aren't really major. - The Droidekas use the emplaced gun effects, so when using a turret, it will sound like the Droideka gun sounds. - The plot still doesn't make sense, due to the main characters like Luke and Kyle still being involved. Obviously this doesn't make sense canonically and historically. The next version will fix this. There is no interference with Multiplayer as far as I can tell. I don't play it, so let me know if there are any issues. Future version: I hope to continue this project even further, replacing the main characters as best as I can, complete with voices to match the characters. My plan is to replace Luke with Mace Windu, Kyle with Obi-Wan, and Alora with Grievous. I might replace Tavion with Dooku, but I'm not sure yet. Other details will be revealed and discussed on JKHub. Credits: - Prophet and Major Clod for the Battledroid model. It's so old, yet it's the best model of a battledroid. Good times! - Movie Battles II team - TK231 for his effects (Blue blaster, droideka, etc) - Duncan_10158 for the Droideka and Hailfire - and whoever was the author of the SBD and it's skeleton/animations - the E-5 blaster - - Pahricida for the DC-15A rifle - Manquesa for the Jedi Starfighter model - Majin Revan/Hatrus for the Droid Starfighter/Vulture droid - Inyri for the Trifighter model - Minilogoguy18 for the ARC-170 star fighter - Mars Marshall for the Gunship, Magnaguard, Jango Fett, Clone trooper, and Zam rifle models - Kurtis 'KMan' Smith/Psyk0Sith for the Wat Tambor model - Wytchking/Wector for the Nute Gunray model - therfiles for his butt-saving help with scripting fixes and being helpful with suggestions and testing - Everyone at JKHub that is being helpful with suggestions and help with my endless thread making in the assistance forum Installation: Windows: Put the pk3 in your base folder found in Program Files/Lucasarts/Star Wars Jedi Knight Jedi Academy/Gametdata/base/ Mac: Either in the app base folder (right click, show contents), or in user/library/containers/com.aspyr.jediacademy.appstore/data/library/application support/jedi academy/base The autoexec.cfg goes in the base folder as well.