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Jedi Knight III
- Animations and Stances
- Conversions
- Mini-Mods
- Multiplayer
- Single Player
- Sounds and Music
- Startup Screens
- Weapons
bloodPLUS Gore/Dismemberment Mod
here. v1.5 - the earlier release - features more of a "splat" variant, which while more moderate than the latter, is a tad more cartoony. I'll give the new sounds one thing to their credit - they sure are squicky. v3.1 differs from v1.5 in that it's more of a 'spurt' effect. Think GTA Vice City after blowing someone's limbs off, and you're not far wrong. Obviously, as with any mod that comes in two versions, only install one at a time. Other than that if you want a bit of 'realism' - or you're just one seriously sick puppy - this one may interest you. It's definitely more vicious than other blood mods I've used. ~ Kouen
The Force Unleashed Pack
I'll leave the accuracy up to you, but I find the design to be spot on. The saber half of this mod is definitely a keeper. Normal and backhand versions are available. Oh, and did I mention the animation changes to the backhander? :P [b]Effects[/b] From clashes, to lightning, to saber blades, the overall quality of the effects half is rather good. Personally, I find the saber blades to be the best part, but that's a matter of opinion, unfortunately. :P Overall, a nice little mod, and worth the download if you like that saber! ~Crazy [i]Ah, nothing like a nice and short review, eh?[/i]
JA+ Mod 2.3
name a few ... with the JA+ mod you can have multiple duels at once, even full force duels, and all of those duels can be isolated so there's no duel interference, there's clan tag protection, option of having multiple taunts, lots of new emotes, a profanity filter, model size scaling system, new items including a grapple hook (perfect if you've just downloaded the new Spiderman skin) and a ton of other features. The newest features for the mod include a Mac patch so that Mac users (are there any out there? If so, freakin' email me ... I have a map I need you to test) can start a JA+ server, a JA+ server tracker, the clan tag protection I already mentioned, and Slider improved some of the already present features. This is an incredible mod that I would definitely be using because it's so configurable if I still ran a JA mod. Great work here. But I wonder, will it ever be done? ;) ~AmosMagee[/quote] It seems to be spread on almost every server this mod. Whats so special about this version? Well I'm not going to list everything, since it would take years of scrolling, but these are a few of them: [b]New Player Animations:[/b] There are hundreds of interesting things here, you can now catch and hang onto ledges, to avoid falling. An extremely good thing for the movie makers out there. The new moves are cool, melee and saber moves. Holstering your saber, when you switch to melee your saber goes to your belt, and if it's a sword it'll go in a holster on your back. It makes the game feel much more 'Jedi-Like'. Excellent for all you Role Players out there. Amkiss, some people hate getting kissed by amkiss spammers, so there's an option to slap them by pressing the push key. [b]JA+ Sabers:[/b] There are a wide range of high quality saber models included with the mod, including the recent File of the week, Dragon's Wing v2, by hatrus. [b]JK2-like moves:[/b] There is an option that you can enable, that makes the moves and physics more like JK2, (Red DFA for example) [b]Gender Support for missing skins:[/b] What this is, is if you dont have a female skin, you will see someone who is wearing that skin as Jan, not Kyle [b]Dimensions[/b] This is somthing that might bring the FFA players and the Honor players together. In JA+ 2.3, there are 'dimensions', you type /amaltdim and you go to an alternate dimension (a no rules one) where there's no grapple hook, and you cant use admin commands on someone (except /amkick) there's no god-chat either there. This is an amazing feature which I'm sure will improve JA+'s status with FFA players. [b]Ampunish and Amslay removed[/b] Two commands that can be abused to hell have been removed [b]Bug Fixes[/b] A large number of bug fixes from the previous version are all here, check out the readme and stuff to see the list. That's just some of it, there's quite a bit here. Everything else is still there too, besides ampunish and amslay. Update your servers and enjoy the new features. -Rink [b]If you just want the client plugin go[/b] [url=http://jediknight2.filefront.com/file/JA_Client_Side_Plugin_v13;41256]here[/url]
Movie Battles II V0.0.2 - Full
never anything on this level. I present to you, Movie Battles II, the product of untold hours of work from some of the best and brightest skinners, mappers, coders and modder's ever to play Jedi Knight. I have to say a massive thank you right now to the Movie Battles II team, not only for allowing me to review their gargantuan mod, but also for allowing us to host the file here on JKFiles, where it will join the ranks of the most famous Jedi Knight mods of all time, here in our Great Library of Jedi Knight-exandria. ;) This is going to be a biiiigg review! Whew, where to start?! Well, firstly I have to say that although I really love the mod and think it is great how it has become so popular, popular enough indeed to have its own community within the wider JKA community, I cant help but feel a little worried. Why? Well, I cant help but feel that in order to produce a mod of such grand scope and fantastic quality, they have poached some of the best talent from JKA in general. For example, many of the incredible skins, weapons and even maps are only available for MB2, which is kind of a loss for the JKA community in generally, unless you are somewhat sneaky and take a skin out of the MB2 assets and pack it up for personal use in JKA. Ehm, not that I am endorsing that at all... muahaha... ;) Personally I would really love to see more of the MB2 assets available to base JKA players in general, since that would help keep [i]both[/i] communities strong and provide us with a long stream of excellent files to review! But that is of course up to the MB2 team and the individual authors. Since this is the latest version of Movie Battles II, what improvements does it include? Well, for a more comprehensive list you can see the changelog, but to highlight some of the major ones; [*] Multiple new maps, including the Emperors Spire and Malachor V [*] Updates to various existing maps, such as Duel of the Fates and Tatooine. [*] Fantastic mini-maps for most of the maps, which give you a detailed overview of your location in the map and the location of others, you can also enable a larger overview map from the Movie Battles II options. This is one of my personal favourite features! [*] Lots of new bug fixes. [*] Lots of new gameplay tweaks and improvements, including the abilities purchases using the points system (again, see the more detailed changelog for details!). [*] Some new weapon sounds and various improved effects. [*] Too many more to mention right here! So what kind of features does this gigantic mod have? Weellll... [b][u]Models and Skins[/u][/b] For starters, there is a vast selection of models and skins there are available to choose from, out of each class that you can choose from ingame, there are several, sometimes even a dozen or so, different skins or models you can choose from. For instance, the Sith Class features, among others; Darth Traya, Count Dooku, Jerec, several versions of Darth Maul, Darth Malak and even Darth Talon! And that is only one [i]class[/i]! Along with that there are yet more skins/models available in Full Authentic mode that are not available in Open mode, including, but not limited to; Darth Revan, Bastila, numerous Clone Trooper skins and other equally cool characters! (PLEASE MB2 guys, release that Revan skin for Base JKA, that would be an instant hit!). Bear in mind that these are all made by top notch modelers and skinners, and so all are fantastic quality. Most of the custom models/skins also have custom sounds to go with them, rounding them off nicely. Multiply this by the several classes that there are to choose from, both on the light and dark team sides and you get a he amount of skins and models, the work that must have gone into the skins and models along must have been huge. [b][u]Weapons and Effects[/u][/b] Then there are the new weapons and the effects that go with them. For instance, there is the Westar M5 and BlasTech A280 Blaster Rifles, (I happen to own a very nice A280 in Star Wars Galaxies ;)) as well as the Fallann Hyper Rifle as used by Zam Wesell in Episode II. Various weapons also have additional features which can be unlocked by purchasing points in the relative categories in the points screen, For instance if you fully upgrade the A280, not only do you get the ability to rapid fire, but also a sniper scope too, further increasing the weapons potency. That's not to mention the rocket launchers and various pistols and carbines, all modeled in high quality and with custom effects and sounds! Then there are several different kinds of grenades as well, which are available to particular classes (once you have spent the points to get them of course). While I am on the subject of effects, I should mention that you definitely need to play ingame to see how good they are, since no screenshots could do them justice. The way lumps of debris fly out of an explosion with a trail of dust and other such things are much more realistic than the Base JKA effects and definitely add to the combat. There are also two different levels of effects, normal; which is, well, normal, and high; which is more graphically intensive but also looks much better. Obviously if you have a powerful computer, you will want to use the full fat 'high' mode. But its good that there is also a lower setting so that people with older computers aren't shut out. The lightsaber blades and trails though are something pretty special. Unlike the base JKA saber blades and trails that we are all used to, when you swing a lightsaber in MB2, the trail actually looks like like the sharp blur (oxymoron's FTW!) of a moving lightsaber as you see in the films, rather than just a fuzzy trail out behind the blade like they are in Base JKA. The only other mod to my knowledge that has this impressive effect is the Open Jedi Project. PLEASE somebody make a mod which gives us these kind of movie realistic blades and saber trails in Base JKA! [b][u]Maps[/u][/b] Well, I already mentioned that this latest version of MB2 adds the Emperor's Spire and Malachor V, among others to MB2's already impressive repertoire or maps. Some of the other movie themed maps include, but are not limited to: Mustafar, Tatooine, Mygeeto, a Trade Federation Battleship (as seen at the start of Episode I), The Star Forge, The Valley of the Jedi, Kamino, Utapau, the Tantive IV and many, many more! The maps are the only area where I feel some improvements could be made, since some of them date to way back and aren't up to the same kind of standards of detailing and such that the newer maps are. That isn't to say older maps such as Lunar Base aren't great too, in fact gameplay wise they are just as good as the newer ones, I just feel they could do with a bit of a sprucing up detail wise. Speaking of Lunar Base, I just love that window which, when broken, sucks people out into space! In this new version, it also amazingly registers kills and team kills! Some of the best mappers around have made maps for Movie Battles II, and no doubt as more updates are released more maps and locations will be added. What is my favourite map? Well, that is a touch choice! So many of the maps are beautiful to look at (gotta love that Mustafar Skybox!) and feel alive and interactive. I did very much like the Malachor V Trayus Core duel map, since good KotOR 2 themed maps seem to be lacking from JKA, but I also liked Lunar Base because of its excellent layout and gameplay. But then Comm Tower is also a great map, and it reminds me of the original Jedi Knight and JK2 as well. Well, I guess I cant pick a favourite myself, not without spending a lot more time playing MB2 to find out all the ins and outs of each map anyways. As I mentioned earlier, many of the maps now also have mini maps which are displayed in the HUD, this is one of my favourite features as it actually shows a map, with [i]walls[/i], unlike the Base JKA radar map, which only shows objectives and such. This makes it much easier to tell where your team mates, objectives and enemies are in relation to the structure and layout of the map. That brings me nicely onto... [b][u]The HUD and Menu's[/u][/b] As well as having a nice new mini map, the entire HUD has been revamped with new graphics. There are two new indicators on each side of the screen for your health, shields, ammo, force and saber style, which look much better and sleeker than the base JKA ones. I personally would love to see these parts of this HUD used for a Base JKA HUD mod, if any of the MB2 guys would care to make one for us *nudge nudge*. ;) There is an options menu section dedicated to MB2 options, including setting keys for your class special actions (such as being able to sprint faster for a limited period etc.) and also a media section for setting your screenshot key, and the ability to set a key to record a Demo movie! Whilst I personally prefer to use Fraps, this is definitely a much needed option in JKA and one that I am sure people will find useful. The menu's overall are easy to navigate and look good, the main menu, with that picture of the sun bursting over the horizon of Coruscant is very nice, although I think it would be even better if there was a set of screenshots or images that the main menu background cycled through, just to add a bit more movement to it (since it seems a little still compared to the Base JKA menu, with its little video set in the middle). [b][u]General Gameplay[/u][/b] The main complaint that I have always had with Movie Battles II was that you can die quite quickly, and you don't respawn. That is unless you have spent points in the section which allows your particular class to respawn, 'reinforcements' I think it is called. This complaint has most likely come from being someone who has played and enjoyed a lot of Siege, a gametype in which the gameplay is fast and furious because people are constantly dying, respawning and running like headless chickens to get back into the action, making for some insanely frantic battles. Indeed on Siege Hoth, if you are a Rebel tech, its not uncommon to put up a shield on the bridge (to stop the AT-ST advancing) and then simply throw yourself into the chasm so you can die, respawn, and put down another shield. Since you often only get one life, maybe a few if you have spent points in 'reinforcements', in MB2 it stops this kind of insane gameplay, and thus it seemed a bit slow to me at first, since I died and then that was it. However, as I have played MB2 more, I have come to appreciate the delicately balanced game mechanics which go into it, and once I got used to it, the dying issue didn't bother me so much, though I still personally prefer the ferocious gameplay of a 16 vs 16 Siege game, but that's just me! :P The features I have mentioned above, such as the vast variety of weapons, skins/models and maps, along with different gametype's makes this pretty much a game in of itself and I can see who it has become so amazingly popular. The points system does take a little getting used to and you have to be quick when you start to spend those points where you want them before the round starts. The class system, and the abilities and weapons available to each can also be bewildering at first, but with a bit of practice you will soon get used to it! One nice new feature for this version is that you can now continue to move while using voice chat, which makes the process both quicker and less hazardous to your health. After all stopping in the middle of a fight to open up the voice options and find the button for 'roger!' is likely to get you killed! This latest version of MB2 is full of neat little features like that, and I am sure more of the same will be added in future versions so further enhance gameplay. [b][u]Conclusion[/u][/b] All in all a monumental mod, more of an entirely new game in itself to be honest. If you want to know more about what is new for this version, then you should check out the changelog which is in the readme section below. The full readme for the mod can be found in the .zip. The only downside with downloading this is the sheer insane size of it. In fact it is very close to the size of Base JKA itself! This is definitely worth a download, and you guys had better make sure this gets to the top of our download charts, since the MB2 team is paying me 2 Millio... uhh, did I say that out loud?! Umm, cookies, that's it, yeah they are giving me cookies to review this. They aren't bribing me with millions of dollars to give them a good review, not at all. Complete nonsense! Don't forget to view the videos below! ;) ~Nozyspy~ Subaru is awesome. There you go, I actually put that in here! View the video below to get a taster of what Movie Battles II is like: And here, for your viewing pleasure, a preview of things to come!
Star Wars Movie Duels
now, regardless of whether or not you play SP mods. In fact, download it now even if you don't have the game. Go buy the game while you wait. :p Now, I know some of you may look at the file size and freak out - the installer is 875 MB. But it's worth every KB! I don't play SP mods very often, and I just couldn't stop playing. So, let's begin! First off, those menus are excellent. They are easy to navigate and they look nice. Two thumbs up for that alone. :thumbsup: One of the unique things about this mod is that you can play on the good or evil side in most of the scenarios. Taking the side that is supposed to lose usually has some creative storyline involved...in fact, it's quite fun for those people who just love being extraordinarily evil for no reason. Like the first version, the only movie-based duels available are the prequels. I guess it would be rather difficult to create duels based on the original trilogy, what with them being less epic and all. Episode I [b]Short Negotiations[/b] covers the very first fight sequence in Episode I, where Qui-Gon-Jinn and Obi-Wan are sent as ambassadors to Naboo to resolve the trade dispute. There are many embellishments here, but overall, it's true enough to the original story. [b]Outskirts of Tatooine[/b] is the duel between Qui-Gon and Darth Maul right before they depart for Coruscant. This one was mostly true to the story, the only thing it was missing was the bike at the beginning (unless I somehow missed it). [b]Duel of the Fates[/b] - Wowie! Very well done. Beginning in the hangar bay and moving into the purply-white-lightning-tube section, this one had it all. It seemed like every little detail was checked with a fine-tooth comb. Everything worked wonderfully, with one exception - when I took over as Obi-Wan and the force fields released, I ran backwards and was locked out. After a very long, patient wait, I decided it was time to noclip back in and finish the job. The ending cutscene did not disappoint, either. Episode II [b]Escape Jengo Fett[/b] is a recreation of the fight between Obi-Wan and Jango on one of Kamino's landing pads. I didn't play the winning side, so I can't say whether or not the fight is entirely accurate. When I played as Obi-Wan, the fight consisted of Boba flying around shooting while Obi-wan tried to slash him up. After enough damage was dealt, a fistfight ensued. [b]Tusken Camp[/b] should be pretty obvious by the name. Anakin is looking for his mother, and he has found the Tusken camp. The mission is simply to break into the tent from the back and discover your mother is dead. Then all tuskens must be destroyed. On paper, it's short, but in-game, it's a little longer than that. [b]Geonosis Arena[/b] begins with Windu's appearance during Obi-Wan, Anakin and Padme's execution. I had some serious problems while testing this one...when the battle began and I jumped into the arena, the game lagged terribly. I assume this is because of all the AI calculations happening at once - but still, I'm running a 2 GHz core 2 duo - I shouldn't have any problems with that. Immediately afterward, I was looking for the path to travel on next, and I stumbled on a door that could be force pushed. On opening it, I was able to walk outside the map and see the void in many areas. It was obvious I was on the wrong path...so I turned back and found the correct one. After rescuing Shaak Ti, Jango Fett jumped onto the field. He was the final boss. [b]Battle of Geonosis[/b] was probably the least accurate. A large part of this is due to limitations of the engine and the lack of SP source code, so I'm not going to make a big deal out of it. I just expected "all forward positions are advancing" to mean that somebody, somewhere, was actually advancing. :p [b]Count Dooku's Escape[/b] is the long duel sequence at the end of Episode II with Count Dooku. Everything seemed accurate here, and I didn't see anything wrong. I think the force battle between Yoda and Dooku could have been elongated, but that would have detracted from the play time. Episode III [b]Rescue Over Coruscant[/b] - Defeat Count Dooku. Anakin and Obi-wan fight at first, then you go solo as Anakin. Not much else to say here. [b]Engage General Grievous[/b] includes the original confrontation on Utapau and the ending on the landing pad, where Obi shoots Grievous' insides out. It was a little short, but c'mon, did you really expect to see the entire chase scene recreated as well? [b]Arrest the Chancellor[/b] was probably the best one, aside from Duel of the Fates. Windu and his three Jedi accomplices walk into Palpatine's office to arrest him, and he fights back, saber in hand. Eventually you, as Windu, force palpatine to beg in the corner of the window, then Anakin shows up. From there, your destiny is in your own hands. [b]Attack on the Jedi Temple[/b] was hard. Only a few scenes from here were shown in the movie, like the killing of the younglings. But now, instead of the camera cutting away after your lightsaber comes on, you get to kill them yourself. On top of that, you have a lot of jedi to slice through on your way to the center of the temple. [b]Assassination on Mustafar[/b] involves only one faction - Anakin. You are sent to Mustafar to "take care of" Viceroy Gunray and the other separatist leaders. I was unable to complete the mission without noclip, however - I couldn't figure out how to turn off the force field. Otherwise, well done. [b]Retaking the Jedi Temple[/b] - Obi-Wan and Yoda have already fought through the clones outside, and now they need to clear out the inside of the jedi temple. Clones are everywhere, and some of them have more than just guns. This was pretty fun - I loved running around as little Yoda, dodging shots and jumping into someone's face. [b]Masters of the Force[/b] was the epic duel between Yoda and Palpatine, beginning in the room below the senate chambers and then moving up into the chamber itself for an extremely difficult end...the lightning that Yoda and Palpatine were supposed to shoot back and forth didn't seem to work right, though. [b]Battle of the Heroes[/b] recreates the most intense master/apprentice duel ever in Star Wars. Anakin and Obi-Wan go head-to-head on Mustafar, from the landing pad to the inside of the building, and even across the pipes and onto the equipment hanging over the lava. There was a bug here where Anakin disappeared during a jump sequence...but really, that's easy to overlook when you consider how epic the rest of the duel is. The Rise of the Empire [b]An Old Enemy[/b] - Obi-Wan is hunted down by an old enemy that he thought he defeated long ago. It's Darth Maul - refitted with robots legs. Now you have to finish him off...on a rainy tatooine. Yeah, that was a major eye-popper. Rain on tatooine. But the duel was very interesting. [b]Darth Vader's Redemption[/b] - to become a powerful sith lord, Vader must face his former self and defeat it for good. If he loses, Palpatine dukes it out with the good anakin. [b]A New Hope[/b] was a neat surprise. For you TFU fans, here you go - a mission with Starkiller in it. I don't care for TFU at all, but if you do, I'm sure you'd be happy to play this one. Challenge Mode And if all that wasn't enough, you can play in challenge mode, which takes you from duel to duel with all the major characters. You can customize the character you play as. According to the readme, there are 15 stages. I didn't get very far...I think I should brush up on those lightsaber skills. Along the way, I did spot many small graphical glitches and some areas I felt could use improvement. But I'm going to omit most of that - honestly, the vast amount of work that was put into this mod is incredible. Anyone with the commitment and patience to produce something on this scale deserves a huge pat on the back (at least) from everyone. There was one glitch on the menus that's worthy of note, though - Battle of the Heroes' missing description is incorrect until you start loading the level. One last thing I'll mention - at first, I had difficulty testing this out, because none of the maps would start. Instead, I would be kicked out to the main menu with no error message and no way to quit the game except ctrl+alt+del. After several hours of checking installations and making new isolated copies of the game, I remembered to insert the game disc. From then on, it was smooth sailing. You may commence jeering laughter at me. But remember - if you get an error while loading a map, you will get no error screen and instead will have to ctrl+alt+del your way out of the game. It's not a bug - it's an engine limitation, and it's just a minor side effect of having an awesome menu setup. If you still haven't started the download, do so, and play it when you get a little free time. You won't be disappointed. ~Dretzel
JA Unlimited
no visible limits on how many sabers you could actually have, but I guess I may have been wrong or I simply never had that many sabers. Even if you were under the limits, though, only twenty or so appeared on the list and the console was necessary for the others. With JA Unlimited, virtually all sabers will appear on the menu (obviously it's not really unlimited, but it may as well be) and there ceiling limit on how many you can have has been turned into the roof limit - 'tis much higher. Higher than I was able to reach with every lightsaber, sword, baseball bat, axe, halberd, polearm, voulge and God-only-knows-what-else I could procure from JKFiles. Since saber switching via /saber only appears to work in JA+, this is great for anyone not using these mods, since you no longer need to know the .sab designations to load your sabers. - Maps Again, you can usually have as many maps as you'll need, but now they'll all show on the menu so that you don't need to open pk3s in Pakscape/PakRat (shout-out for you Maccies out there ;) ), find the bsp name and use /devmap to load your maps. Great improvement in my book, helpful for those who don't check map pk3s by default, or don't know how to. - NPCs Now, this one you did have a limit on, and that limit is basically kaput. You can now have as many NPCs as you'll need - again, I'm figuring 65535 being the ceiling limit, but you'll probably never reach that many - without that pesky ".npc extensions are too large!" error in multiplayer. Score one for no annoyances! - Vehicles Oh yeah. Now we're talkin'. If you're like me and enjoy going to town with some serious vehicular manslaughter, again, this is the mod for you. No more .veh extensions errors, and the error with .vwp files (which were still at factory limits in the last release) is now fixed, so you can have as much firepower as you need in the base folder. - Models / Skins Considering the game can hold as many models/skins as you can use, I always found it kinda dopey that there was a limit on the amount of icons, but that limit is now gone. - Species Selections The limit was previously 32. Now, it's... what is it again? 65535 or something like that? Ain't that quite a resume? [b]Disclaimers[/b] ► This will [b]not[/b] work in the singleplayer game - source code for the SP DLLs was never released. Strictly MP only, sorry folks. ► Naturally, SP won't work at all if you're over any limits, so basically, my advice: don't put mods in base, make a seperate mod folder for this and dump your files in there, then launch this mod via .bat file. That way you can have as much as you need in MP, without shafting SP. ► Limits are there for reasons, as Kat Angel quite rightly states in the readme. Even though this mod means the game won't object to extreme amounts of mods, please try and factor in how much the iD Tech 3 engine can handle, and how much your computer can handle. If you have too much in your base folder, your game will take ages to load. The more you have, the slower it gets. The less RAM your computer has, the slower load times pass. The slower your CPU, the slower load times will be. You also risk your computer randomly shutting down, restarting, or random crashes by having more than the computer can handle. So, basically, if you never use it, don't keep it, 'cuz the more you got the more strain your system takes. Right, safety warnings and summaries out of the way, I think we're done here. Overall, great mod for you "pakrats" (no pun intended). If you play baseJA and like to use a lot of add-ons, this is a sure-fire winner. ClanMod version and OJP Basic / OJP Enhanced versions in the queue, uploadin' em as we speak (type? speak?). No JAE yet, sadly, so there's Kat Angel's next homework assignment. :p Now, if you don't mind, I'm going to go equip my game with every fighter, bomber, assault walker and tank I can get my hands on. World War III ain't gonna fight itself! :o Erm. Well. Nuts. I need a catchphrase. ~ Kouen
Whiteless Saber
the white saber core was ruining the beautiful saber trails, so he removed them. Yes, that's right, now all you get is the color glow. No core! It looks a little funky, but just by removing the core it makes your typical run-of-the-mill lightsaber look completely different. Give it a try if you're looking for something new![/quote]Version two brings us further from the standard saber, this time removing the blurred effect altogether from the blade. Now they look... well, like those foam batons people duel with. You know what I'm talking about? I find it to be a really amusing look because that's what it reminds me of. Now we just need a pedestle for people to whack each other off of... American Gladiators, anyone? Anyway, this particular mod does not make your saber a padded stick, as my previous comment may have suggested. It is still just as deadly as before, but perhaps with a far more unique look. ~Inyri
Escape: Yavin IV
models, new cutscenes, animations, etc. All of this is new and it's all done quite well. It was a bit of a challenge for me and I didn't even come close to finishing it (mostly because of a time restraint). If you've been bored with the SP game from Jedi Academy, you might want to check out Escape: Yavin IV. The only things I was disappointed in are significant, but don't make or break this game. The size, of course, is a factor. It's over 100MB in size, so it's going to take a while to download for quite a few of you. Second complaint would be the voice acting. It was all done by one person. And I'm not quite sure why the Queen's voice had a tinny sound to it. That didn't make any sense. Anyway, try getting more people to help voice act for your levels - there are quite a few out there who are willing. Several guys I know out there who'd be interested. And there are fewer women available, but I'm one of them! :D [/shamelessplug] Aaaaaaanyway, if you can tolerate the download - check this total conversion out! ~AmosMagee Ps. There's a walkthrough included! Okay, totally going to cheat and play this all the way through later. :D
True Rodian Voice
from the rodian skin, and puts them onto the kedi rodian to make him sound like a rodian. This mod is nothing special, but there are some who may find it useful :) Personally i prefer the change, but it's not like it has bothered me that much. ~Szico VII~
Star Wars Movie Duels 2 - Demo
and coming in Movie Duels 2.0. Obviously, it will be quite limited, but I think it's a good teaser of the mod to come. The main feature of this demo is Palpatine's Arrest, the duel between Mace Windu and Palpatine. You can play as either Mace Windu or Chancellor Palpatine. Many of the saber moves have been changed. I was able to quickly adapt to the new setup...perhaps it is similar to the setup in JO? In any case, I think the attacks were [i]much[/i] better than the base JA ones - less delicate swinging, and a lot more hard hits and pokes. I haven't seen Episode III in a long time, so I can't really say anything about how accurate (or inaccurate) the map may be, but it looks very nice to me, and it's the perfect size for a duel. I can't say much for the character models for the same reason, but again, they do the job well. I daresay the Palpatine model is spot on. There are cutscenes between the different stages of the duel as well. Here's one thing I think should be improved, if at all possible...the characters walk down the hallway just doing a simple overhead swing unless their sabers hit. Needs to be a little more...epic, methinks. Some minor choreography would be just the thing. The final cutscene of the duel is done pretty well for JA...again, I think it could be better, but it is good for Quake III. Palpatine is forced to the edge of the windowsill, and Anakin enters the room. After Palpatine is done blaming Windu for him zapping himself, you take control of Anakin, and you get to choose who dies. I very happily killed Palpatine. Twice. I had to suck it up for the third time just so I could see what happened when I killed Windu instead... XD And I wasn't disappointed in what followed. After you've played Palpatine's Arrest once, there's still a little surprise for you! A make believe scenario has been created where Anakin chooses to fight Palpatine after he has revealed his sith identity. Palpatine pulls out his saber and the two have it out. Once you've run his health down, another cutscene plays...Palpatine pulls a little something out of somewhere. It makes sense that he'd have one hidden in his office, when you think about it. Great twist, I enjoyed it much. So, what are you waiting for? Get it downloading! I'm not a fan of SP mods, but I'll have to keep an eye on this one for sure. ~Dretzel
MA5B Assault Rifle
and the fact that the first person view stinks as it\'s all in the upper-right hand corner of your screen. Mainly because this isn\'t just the model. It\'s just a reskin of the model. So with that said, I don\'t really see any major difference. I think that I\'m just going to stay silent about what I think of this and let you people decide. But I will tell you that this does mess with your bryar blaster effects. Whenever I shot or charged the blaster pistol I got a purple square around the shot. ~Zach
New Force Sounds
good an idea. Here we have a small mod made by Modman, which replaces several of the force power sound effects ingame, including; Force Push, Pull Sense and Speed. Personally I think all the new sounds are better than the old ones, although I especially liked the new force speed sound effects. I would really love to see this mod expanded to cover all the force power sound effects, like lightning and heal, etc. :D I think though that the sounds could have been a little stronger, especially the force speed sound effects. I was hoping for more of a powerful gust kind of sound, so it feels like you are breaking the sound barrier. But then again, that is just my preference! Overall this is a cool little mod here, and I hope it will be expanded upon in the future. For now, if you guys like the sound of this (pun intended), then be sure to give it a download! ~Nozyspy~
Meditate States
second being for a Teras Kasi character from [i]Star Wars Galaxies[/i]. Can't honestly say either are in my recollection, but whatever, you can see the screenshots and judge for yourselves. However, I should point out what appears to be a fatal flaw. The stances aren't integrated into the meditate sequence, and are just single frames. This means that off the bat they probably won't work without modifying a model's animation.cfg to pick the new 'sequence' in lieu of the default one, and even when that is done there'll be no transition - you'll just skip from one frame to the next. Still, for someone who has the knowledge to perform the integration properly, this may be worth getting. For the average gamer, well. It doesn't work without doing some modding, basically. ~ Kouen
New Sabers
liked it. The one I tried was the Curvy Sabers pk3, which makes your saber into a '8' shape. While the blade itself didn't look to great, the thing that made me like it was the saber trail. Looked like a saw blade, and I thought it was cool. :cool: There are several saber blades to choose from, so take your pic and enjoy. A nice little pack. I just wish there was more variation in it. ~Zach
Neodämmerung Duel Music
dueling, and some pretty nice duels, the sheer length of it is the entire song is almost six minutes long. Why not cut your losses, and cut down the size of the file, do some music editing, and get an even better mix of music? Certainly, there are parts in this that wouldn't go good with a duel, and should be removed. But anyways, if you like the matrix, or like just plain good music like this, then give it a download. :) ~Zach
Titanic Song Death Music
(like t2_trip). However upon testing in other levels, I discovered it does indeed work as it's supposed to. It is quite a bit amusing, though I think perhaps I would have cut it down so an even more amusing part of the song plays immediately, rather than the very slow and quiet beginning. So yeah, when you die in single-player you get to listen to Celine Dion sing that classic (and somewhat annoying) song from Titanic: My Heart Will Go On. If you've got the right kind of sense of humor, download it now and have a few chuckles. Otherwise you may find yourself annoyed a bit. ~Inyri
Better Saber Clash Effect
maybe if there was a mod which had all different kinds of saber clash effects that would be cool…unless there is already. :S Anyways, I couldn't see much difference with this mod, to be honest the saber clash effects go so quickly after you have actually clashed the sabers, that I couldn't tell the difference. I took tons of screen shots to try and see, but I could never get one at just the right time to see the sabers clash. :( From the picture of the flare in the .pk3 though, this does look pretty cool, so if you fancy having a change from the normal saber clash effect, why not give this a download? ;) ~Nozyspy~
Republic Commando Duel Music 2
perfectly adequate for duels. They also sound a little bit like the style of the Matrix soundtrack, with some final fantasy thrown in. My main criticism of these songs is that some of them have some rather long drawn-out sections within them, where there\'s no real action in the music, and consequently doesn\'t have the desired effect when In a duel. I also get the impression that these could get old to listen to very quickly, considering many sections of them sound similar - there are not many focal or catchy sections. Still, maybe that\'s what people look for in their duel music. ~Szico VII~
Saber Selection
does just that. Think of it - Jaden with a saber staff during training... Okay, maybe it\'s not [i]that[/i] appealing, but maybe it\'ll spice up single-player a bit. Either way, a useful little utility to have, in case you\'re one of those who still plays single-player from time to time. ~Inyri
Republic Commando Duel Music
game, I know some of them. And yeah, I can really imagine listening to them in a fast-paced duel. I\'m not much of a dueler anymore, I\'m an RPer, so I went to a random server and tried a few of them out (thanks for the duels guys!). I found out that, apart from the fact that I\'m a horrible dueler, they\'re really nice and fit in. Well, most of them do, \"They Must Be Asleep\" was... sleepy. I\'ll definately keep Vode An (that\'s one of the tracks) in my base folder, and there\'s a decent chance that you\'ll do the same if you grew tired of the standard duel atmosphere - definately worth a try. PS: I hope the author doesn\'t mind that I merged 2 of his music packs together, they were called part 1 and 2, so I assumed it\'ll be fine. Arthenik
Improved Saber Sounds Frequency Mod
clearly said it in the readme, but the practicality of adding more sounds to lower the frequency at which each individual sound is played is a but odd. It seems something that belongs in a much larger mod. And it\'s not even entirely a sound mod, as the screenshots tell you. It\'s just a pack of randomly selected changes. The saber sounds which have been modified don\'t quite sound all that good. There is nothing wrong with adding all sorts of new sounds, but not when the integrity of the sounds is sacrificed—quality not quantity is a significant problem with the mod. I liked the author\'s choices for sounds, but the movie rips are not of high quality, and I can often hear part of the movie in the sound. I, once or twice, could even identify the [i]Star Wars[/i] film from which the sound had been ripped, which isn\'t a good sign. It\'s not a good sign for the mod because the sounds need to be independent from the films, indistinguishable and beautiful, and it\'s also not a good sign for me if I can identify a one second sound from a film. Also changed were some of the clash effects, which I actually liked. They were irrelevant to the mod and had nothing to do with it, but alone, they were still likable. They looked far more accurate to the films, in their largeness and sudden flashes of brightness. They consisted of the saber flare when sabers collide and changing the sparks, which I liked a lot better than the default, for they looked more natural. These would be more recommendable, however, if they were included within a much larger mod or within a small saber effects mod, but with a sound mod? I can\'t recommend sounds that really don\'t sound good, and aren\'t edited well, and they just lack purpose or direction. Sounds need to take you somewhere, to make the game more enjoyable because you are hearing different, more film-canon sounds. The saber swing sounds sound more like just moving a saber, which gives this mod a lazy feeling—a lazy Jedi is unheard of. These sounds never really some together and make an experience, and then effects are thrown in… it\'s a bit of a mess. —Ra-Kom
Clone Wars Saber Sounds V2
(maybe i just need to go get my hearing tested), but there are various differences between them. Download them, take a peak..err.. a listen, and see what ya think. Not much more to write.. I could try to make the sounds for you.. **weeeeessshhh\".. but doesnt have the same effect i think. -Lizardking
Dismemberment Mod
Then download this mini-mod. It will satisfy that need you have for dismemberment. ~AmosMagee
Blade of Balrog
of work, download if you like what you see. -Rink
Singleplayer Vader
Vader\'s saber, and all force powers. That\'s it. There ya go. Nothing more to say here. ~AmosMagee
Laser Hilts
looks just like the actual lightsaber itself. Unfortunately it doesn\'t look quite right , especially with the sharp edge along the bottom, which normal for a hilt, looks odd in a glowing ball. Apart from that though my skins all look that much cooler ;) They come for all types of lightsaber, staff, single and dual, so whatever style you play with, you can use this mod. I\'m not sure if it works in single player, but I think it should. Secondly, look at the screenshots if that description doesn\'t work for you. I especially like the hilts when the lightsaber is turned off, as the character kinda looks like he\'s holding some kind of energy vial, but I realise that this may not be for everyone, as for some the detail and asthetics of these hilts don\'t match up with some of the other lightsaber gilts there are around. On the plus side its an extremely small file as it uses only textures and effects that come with JKA, and on the bad is the same reason. Because it doesn\'t have a model for the hilt, it doesn\'t seem quite as natural as it could, and upon a close look the edges don\'t seem as\'lasery\' as they could. Perhaps a new model for the hilt next time? Even a ball would look better than the flat edge we have right now. :( ~Szico VII~
Sleek Sabers MOD V2
sounds. I have yet to test a saber mod with sounds that I like. For some reason, the sounds included with most saber mods are just too jarring for me. In this mod, some of the sounds I actually like, but there are too many still that grate on my nerves. It\'s not just sounds that are changed here though. The author has shrunk the size of the core here. The slimmer look of the saber sort of has the same effect as underlining a word. It makes the saber stand out. I really like how it works with the green, purple (er, magenta, sorry), and yellow saber. They really pop. The others, however, just seem to have too much glow to really make a difference. If you\'re looking for a new saber mod for JKA, this one is worth a shot. There are a ton of new sounds and they just might tickle your fancy. Nice work here, Kwo-Ton. [/quote] I\'ll start with the sabers. The core is now much, much slimmer and the glow is much bigger and kinda fuzzier. I suppose my comment about the saber being magenta instead of purple inspired the author to make the saber much more like purple. LOL Lemme explain that real quick. I didn\'t say that it looked magenta because I thought it looked too pink. I got into an argument with Shroom about what color the default \"purple\" color was. He said it was magenta. I said it was purple. He actually took a screenshot in the server, sampled the color from the core (not the glow ... b/c the color would\'ve been different from the lights in the map) and proved to me that it is, indeed, magenta. So I just give him a hard time about that now. ;) In any case, I like this purple much better. That\'s definitely not magenta. With the strong glow, the sabers that really show the core are just the green and red ones. Some of the sounds have been switched back to default and some of the new one remained. I thought the sounds were quite subtle. I didn\'t like them or dislike them really - I just didn\'t notice them at all. So is this a good update? I suppose. Not a whole lot has changed. But if the hum from the previous mod was annoying you - that\'s gone from this version, so you might want to download this now. :) ~AmosMagee
Xalius Episode I Sabers, v.2
Master_Xalius will make your saber blades thinner and sleeker, a form he believes to be more like that of the sabers seen in Episode I. In addition to changing the look, this file will also change the sounds from your sabers. While the sounds are pretty good, I think I prefer the sounds that come with the game. These tend to be a little long for my liking. For instance, when you put your saber away the sound continues long after it has been deactivated. Seeing as how it's no longer there, the humming really shouldn't be there either. I do agree with him on the look though. I decided to bust out Episode I again, just for fun and because I thought it'd be good to check, and I think these are a fairly accurate depiction of the sabers seen in Episode I. This is a pretty decent mod if you don't like the current sabers or have a desire to be back in Episode I again. But I think it would be much better if it were a visual only mod. Take out the new sounds and I'd probably keep it around for a while, but with these new sounds I don't think it'll stay very long. - Daku[/quote] Technical Data: Pros: 1. New graphics. Cons: 1. Almost no more sounds. Rating: 5/10 JEDIofONE :mepimp:
Force Mod III Classic Edition v1.5
the download link only!*** It has been almost an entire year since I reviewed the last version of the famous Force Mod III Classic Edition. That was v1.3A, somewhere along the line we must have missed out on 1.4, but now Venomous^Heart and Pitchest^Heart bring is v1.5, which includes lots of new features! Firstly, I will paste in my previous review, as that covers most of the main features, and then we shall proceed on to the updates! [quote]For those of you unfamiliar with the mod, it is a massive and far reaching project which changes many aspects of gameplay, from saber selection and combat, character classes and some fantastic little features available via the ingame menu, which I will come to later. All you need to do is look at the saber selection menu and the incredible amount of detail which has gone into it, with melee damage charts for the various types of weapons. Add to that new saber colours and a whole new saber selection interface and it makes for an amazing change, though the complicated looking damage tables will not appeal to everyone. Check out the screenies below for an example. There have also been some changes to the force power menu, with several force powers now having a \'level 4\', or turning the force up to 11 you could say. Force jump in particular on power level 4 now allows you to jump huge distances. These level 4 powers obviously cost a large amount of points to purchase however! As for character selection, as in Movie Battles II there is a wide variety of different characters to choose from ranging across several different classes, such as Jedi, Sith, Mercenary, Droid and more, with models and skins made by top notch modders. Now onto the features that I was the most impressed with; take a look at the ingame menu and you will see a variety of new options, one of my favourites being the Music menu, which allows you to choose from a variety of Star Wars music, depending on your mood or what you may be doing; using something more dramatic if you are having a duel for example, or perhaps if you don't like the music used on a particular map you are on, you can pick from this list something which you would prefer to listen to whilst exploring or playing, or maybe just as a bit of ambience. Other features include a bonus button menu, which allows you to hide or show things like your FPS, the HUD, whether or not you want to render the weapon models, etc. which is great for taking good screenshots. I wish there was a mod like this for base JKA, it would save a load of faffing around using the /cg_draw2d and /cg_drawgun commands all the time to get good screenies! XD Another cool feature which is great for both taking screenshots and adjusting your view ingame is the aptly named Views menu, which lets you adjust things like your field of view, and also rotating the camera around your player using slider bars, another cool feature for taking screenshots, especially of skins, like the bonus button menu, this would actually be a great feature for helping the process of taking screenshots of skins for when I am reviewing them. Rather than having to use the modelview.cfg method, which although it works fine, it would still be nice to have a graphical user interface to change the camera position. Then there's the Optimization menu, which allows you to either choose from a selection of pre-sets, or adjust settings via slider bars to help you optimize your connection and squeeze better ping, and thus less lag out of the game whilst playing online. These are some absolutely fantastic features, and I would love to see these made into separate mods for base JKA, if they haven't been already, and if they have, please tell me where to get them! There are of course many more features to discover and much more depth to this mod than I have been able to cover here, but I hoped I have managed to touch on some of the most interesting and unique ones. This mod is definitely worth a download for those of you interested in a fantastic Multiplayer mod with loads of great features and a distinguished history, keep up the good work Venomous^Heart! ~Nozyspy~[/quote] As with last time, there are some great features here that I only wish someone would make as separate mods for Base JKA as well! I particularly liked the saber blades, very crisp and sharp, just like a blade of pure energy should look like, rather than the softer, less dangerous looking base JKA saber blades. The saber trails also looked much better; while not quite movie accurate like the OJP saber trails (some fancy coding/texture magic used there perhaps?) they looked much better than the default smudge that JKA uses! And that was just the default blade style... you can actually pick from various different blade effects, including the styles used in each of the movies along with various colours and even a colour changing blade! I also noticed that there are a huge amount of new models and skins included which really adds some variation to choose from in the different classes and alignments, not to mention some of the unique weapons they can use. I was thrilled to see the inclusion of Exar Kun and especially a [i]proper[/i] Marka Ragnos skin, one that actually has legs, not the \'Sith Spirit\' version as seen in the game! I love to see characters that usually only appear in 2D in comics and pictures made into proper, usable 3D characters, though I think Ragnos could have done with slightly darker red skin, he seems a little pale for a member of the [url=http://starwars.wikia.com/wiki/Sith_(species)]Sith Species[/url]. Whoever made these skins, please release them for Base JKA too, I would desperately love to review Ragnos and Exar Kun individually! I do have a few grumbles though. I found the lightsaber type and style selection menu to be a little confusing. Apparently most of the Jedi/Sith classes can only use the basic Blue, Yellow and Red forms as already found in Base JKA, but certain classes can put force points in a 4th box in the lightsaber section of the force powers menu, this allows them to use Dual and Staff sabers, as well as the ability to choose between different lightsaber forms, such as Juyo, Shii-Cho and Soresu among others. This may be my fault, down to the fact that I did not have time to properly read through the readme. However I think a help menu in game that explains the basics of how to choose a class and also how to spend force points would be a great help! Overall this is a big and very impressive update to Force Mod III Classic Edition, I would recommend giving it a try if you haven't already! :) ~Nozyspy~ And now, for a full list of the updates, straight from the author: [quote][u]New Additions and Model Changes[/u] - Juyo Form improved with completely new updated animations. - Two new Saber Styles added; Luminara Unduli (Soresu) and Marka Ragnos (Shii-Cho). - "Wookie Pike†weapon added to staff selection. This weapon will kill an enraged Wookie in a few strikes but makes for an extremely poor melee weapon. - Models re-organized to fit the classes. - Additional models added (see readme folder for credits). - Added the Xtra small (XS) model size and assigned some models to this catagory. - Ancient Sith skin now comes in 2 versions; the standard medium size for Sith saber classes and Extra Tiny (XT) for the Dark Sage class to compete with Jedi Ancient\'s shapeshifting ability. [u]Combat Balances: Adjustments and Improvements[/u] - Melee modifications throughout for improved balance (see ingame Melee charts for reference). - Red/Purple forms given shortened duration JKA base yellow kata. - Blue Lunging kata removed, replaced with fast forward slash attack. - Butterfly kata returned to staff. - Vong defense vs guns increased. [u]Bug Fixes [/u] - NPC\'s fixed with modified models (players using only default fm3 will be crashed by them). - Twin saber flying kata replaced with tornado saber kata due to animation glitch with the first one. - Bots edited to move better, use abilities better and fix bugs. - Vong, Tusken, Noghri and Royal Guards no longer make saber sounds. - Vong, Tusken, Noghri no longer have force adept taunts and have been given bonus martial arts moves. - Royal Guards weapon glitch fixed and now have 2 forms with bonus martial arts, weapon sounds and a force adept taunt. -Movement speed bonuses on melee weapons removed due to glitches. -Power restrict removed from Grievous sabers and electro staff due to glitch.[/quote] ***Please note that due to the size of this file, we could not upload it to JKFiles directly. Please download it from here! The main download link at the bottom of the page contains a dummy file with the download link only!***
SM Cool Saber Effects
minutes was wasted, though. I did notice a minor difference in the colors of the sabers while testing - they seemed a little more saturated. But what I thought looked good was the new saber trail. The trails are much more transparent - much nicer than the old white one. Now, I know there's a pretty good chance a mod like this has been done before. However, it's not a bad mod at all. Have a look at the screenshot, and if it tickles your fancy, have at it! ~Dretzel
Troopers Voices Mod
character sounds which have been changed most, are those of everybody's favourite cannon fodder...Stormtroopers! Stormtroopers, along with Gran, Trandoshan's, and lots of other characters have received new sound sets, from taunts to death sounds and everything in-between! It is worth pointing out now, that it seems the main benefit of this mod will be felt in Singleplayer most of all. This mod also works in Multiplayer. But since Multiplayer characters only seem to have one taunt sound, and the other necessary sounds (death, pain etc.) the mod obviously cant replace the same kind of range of sounds that you hear the characters using in Single Player (such as humorous remarks like; "I could sure go for a death stick right now…"). Another set of new sounds is also included for the Trandoshan's. Many of these sounds seem to be taken from Republic Commando, which as you may remember featured Trandoshan's as one of the main 'bad guys'. Again the sounds have been well used here, and they make the Trando's sound more scary than ever! Also added as the death sounds for several characters is the famous [url=http://en.wikipedia.org/wiki/Wilhelm_scream]Wilhelm Scream[/url] (check that Wikipedia link out for an explanation of what the Wilhelm Scream is), which I thought was a very clever idea! :) All in all then a good mod here, players might find it more useful in Singleplayer because of the large range of new sounds, but it is also cool in Multiplayer since it also replaces some of the taunts and other sounds. Also, on an important note: [b]This mod works for BOTH JK2 and JKA![/b] So if you guys like the sound of this mod (no pun intended :P), then give it a download! ~Nozyspy~
TP Link Sounds
for me to consider them worth using, but I'm not you, am I? Give 'em a download if you want, just don't expect a whole lot. The game's background music and other ambient sound effects will likely drown these out entirely, which is a shame, really, because beyond the static it sounds like this would be a decent soundset for Link. ~Kouen
Enhanced Saber Realism
version 2 of the original mod. Panda expressly told the author [i]not[/i] to refer to it as such, but he seemed to feel the need to anyway, so just keep in mind that this is nothing more than an unofficial fix/update and that pandapop999 is already planning a [i]real[/i] version 2 himself. [i][b]Anyway...[/i][/b] This changes a few things from the original, mainly being that speed has been increased, boss NPC stats have been normalized, and dismemberment has been added. This should appease those people who felt that the mod moved much too slowly. Certainly an improvement over the original in some areas, but you'll have to decide for yourself whether or not you want to replace the original with this one. ~Inyri
Na Tian Wan Sang Yi Jian Ni
the previous mods, so here are some reviews of the previous versions. Love Path (v.11) review and Glory of the Sith (v.16) review All I\'m going to do is tell you what changes have been wrought in this version, quoted from the readme. [quote] 1. Author Note about DFM v.24 This project were too big as i working alone, i was planned to stop the update after v.23 but there is some bug i need to remove with this update. Okay here is list of bug fixed by this update : -Fixed bug that disallow activating cloak device (inventory item) -Fixed bug that makes corpse talking when being pushed (with force push) -Fixed bug that not giving you a free sentry gun (while other inventory gotten directly when spawn) -Fixed force lightning electrocuted death-throw effect (duel master windu vs palpatine style effect) -Updated previous feature, please read the feature description for details. Again, hopefully this will be the dark force mod last update, im tired, it just a game anyway, right? Thanks for using dark force mod.[/quote] So if you liked the Dark Force mod, then download this! ~Zach
Smiley Saber
somewhat amusing, it's sure to either bring a smile to yourface or drive you out of your mind. If that silly part in you is waiting to jump out, give this mod a try. At least it's not depressing! ~Inyri
FF White Magic CURE
pretty cool. -Red
Third\'s Splash Screen
looks like a Jedi Outcast splash image with the Jedi Academy text on top, which is not really colored to match. The blue and teal just kind of make me sad... It also would\'ve been a good opportunity to kill all those trademark logos. And don\'t forget you can always count on Third for an... interesting readme, so give it a good read if you\'re bored ;). ~Inyri
Escape: Yavin IV - The Lost Maps
conversion. Well, saying it\'s a sequel may not be completely accurate. It\'s really something of a replacement - a totally new story, twenty-five new levels, and plenty of new content to choose from. As it\'s very [i]very[/i] long, I tested the first level fully, and will leave the rest to you. However even just from the first level I can tell the quality is way up there. The puzzles are difficult, the levels, even on the easiest setting, are challenging, and the cutscenes are very good. The voice acting could have used a little work, mostly in just the sound quality area (a lot of the voice actors just seemed a smidge too close to their microphones), but the feeling of the characters comes across well enough. The author recommends you remove all custom PK3s from your base folder in order for this mod to work. The main reason behind this seems to be the incredibly high number of NPCs in the mod - if you have extra NPCs in your base folder your extensions will be too long and you won\'t be able to play, so keep that in mind. However the mod comes with enough customization on its own that you probably won\'t feel the need to have extra mods when you play it. I\'m not going to get too detailed on the features of this mod, but I will re-iterate a few things Darrow mentions in his read-me (which I strongly recommend you read). First of all, as I said, it has 25 brand new levels that were not included in the original EY4. Secondly, the interface of the game is new, including a \"chapters\" menu for easy level selection and a new saber menu (you can steal dropped sabers! yay!). It seems like after each level you can customize your sabers based on ones you acquired during the previous missions. So it\'s kind of like an \"unlocking\" system, from what I can gather. The TC also sports three, count \'em [b]three[/b], ending sequences, which is sure to keep you busy trying to get each one. So if you\'re one of those types who loves single-player but whines and moans about how bad the single-player campaign Raven included is, here\'s your chance to try something a little bit more involved. However be warned - you\'re not ridding yourself of Rosh Penin! ~Inyri
Comic Effects
it\'d say \"POW!\" next to it. We\'ve got bang, boom, and I was waiting for that thwack, but maybe next time. Some of them, however, only work in single-player, so make sure to read the read-me before you use it. ~Inyri
Final Fantasy VII: One Winged Angel Full Symphony
despite not liking this song at all, likely due to peer pressure. Hey, even I crack! What makes this version better is it's not strictly what you remember as One Winged Angel. It goes off on a little tangent for a while, which is nice. Then of course you get back to your typical chanting, but the orchestral backing of it just makes it so much cooler. I still, however, consider this Uematsu's big failing in FF7's music. But I know a lot of people can't get enough of it, and if you're one of those people, download this for sure. Now if someone [i]really[/i] wants to add One Winged Angel music that would make good duel music, try the Advent Children version. The hard guitars would really fit into a duel atmosphere, better than an orchestral piece ;) ~Inyri
saberlock. While I can\'t imagine any servers supporting a saber like this, for personal use - or for a gag - it should come in handy. If you\'re into weird stuff like this, I\'d recommend it for a download. ~Inyri
Stained Glass Sabers
unique effect to your sabers and saber swings. It doesn't always seem to look like stained glass, but I think that the effect even if inaccurate still looks unique and well-done. The problem with the mod is not in its technicalities, but in taste. It's creative, but the result isn't always beautiful and is sometimes even a bit tacky. When you're using a blade color that does not match with the stained glass color that you chose, the result is a blend, and the blend sometimes looked good and a few other times looked undesirably awkward. It's really a matter of what you like and what you don't. The stained glass effect is nicely done, but it doesn't seem to really work when you put it on a lightsaber. I actually liked best when the blade color is blue, because it looks different from the others; the effect was toned down a bit to something more subtle. I liked green blade the least because the effect, I felt, was overdone here. However, I still would like you to check out the screenshots so that you can see for yourself if you'll like this. The author did a good job no matter what you or I think, but it just doesn't come together. —Ra-Kom Note to developer: Due to database errors and the existence of another developer (for Half-Life) named Topaz, I had to make your Developer nick/username be your email username; sorry for the inconvenience.
Mortal Kombat Duel Music
If you like Mortal Kombat, or are a fan of techno style music, this would be a nice pk3 to drop in your base. If not... well.. you know the answer to that. This probably took the author all of 10 minutes to make, or should have, but its the little things in life ya know? One can never have to much music to choose from. ~LK~
EP 2 Saber Sounds
same . if you are a fan of ep2 this one is for you elros
Battle of the Heroes Duel Music
think I can explain it any better than that, because if you don't know it.. then we have a problem. **claps hands** thanks for putting this together. -Lizardking
Sephiroth duel music(FF7)
his word for it not being a fan of the FF series. The music itself to me, was slow and somewhat depressing lol. Maybe it fits then when dueling. If your an FF7 fan, here you go! -Lizardking
My future sounds
stated that this is his first attempt, so for that, I give him an A just for the effort. Since music is subjective, I won't say that this music is irritating and made me want to run my light saber through my left eye socket, so.. that being said, have a look see!!! -Lizardking
Clone Wars Saber Sounds
to get a bit boring after a while lol. The only thing that bothered me was that sometimes the different sounds sounded a bit strange when you did several swings in a row, as it might go from a small hum, to a powerful hum on different swings, but still, a really cool mod, one that I will be keeping ;) Nice job mate. ~Nozyspy~
Brighter Thinner Sabers
nothing less. Because they\'re thinner, they appear longer - maybe they are longer, but I don\'t think so. Anyway, it\'s a saber mod, and you guys know how I feel about most saber mods - so download it and decide for yourself whether this is worthy of your base folder. ~AmosMagee
Duel of the Fates Dueling Music
to regular old stuff. Still, if you enjoy something new while you are fighting, I suppose you should get this. ~Wassup1444465
Anthem For Saving The Galaxy
heard it, I though it sounded kind of like an Irish dance. I never played Halo before, so I wouldn\'t be too familiar with it. It takes "Truth And Reconciliation Suite" and "Rock Anthem For Saving The World", and combines them into 1 file. Both pieces were composed by Martin O\'Donnell/Michael Salvatori. This file has excellent quality, and lasts for 3 minutes, 52 seconds. I can't wait to see the Halo 2 duel music mods that will come out. This author has a sense of humor, in his readme: [quote] Size: 3,722,889 bytes. (Too big for you? Byte me.) [/quote] Its always nice to know someone has a sense of humor. :) If you want, you can listen to this music without needing to go into a duel by typing in the console: /music music/mp/duel.mp3 Nice job! Title: Truth And Reconciliation Suite & Rock Anthem For Saving The World Composer: Martin O\'Donnell/Michael Salvatori Soundtrack: Halo Original Soundtrack Length: 3:52 (3 minutes, 52 seconds) -Airm
Survival Mod 2: Revenge Of The Droids
2: Revenge of the Droids. I'll admit that I cheated while playing this and I still didn't get past like, the second room (when I played as Immy). The enemies just keep coming! You can play as four seperate characters and it looks like each one of them has a different map that you play through. I only tested Immy and the Clonetrooper. I don't know how long it took IZaNaGI to make this mod, but he put an incredible amount of work into this. Yes it's a large download. Stop whining and download it. If you enjoy single player stuff, then you're going to love this. If you don't cheat, then it is quite a challenge. I will probably play through this when I have more time. :) That's two great SP maps/mods that I've reviewed this week. :D ~AmosMagee
Chewy's Fire Saber Mod
provided screens) we have this Fire Saber from JK3Files developer Chewy. This is like, amazingly beautiful when you're looking at it. It's modifications like this that kind of make me wish you could ADD instead of REPLACE saber colors/types. It would make things so much more diverse and cooler, no? Anyway, if you're a fan of altering the sabers, download this and get-a-lookin'. - Chrono
Bloody Dismemberment
dismemberment in SP because it was write protected (or was this just a case of using the command line?) Anyway this mod makes it so everyone is dismemberable, everyone spews out blood AND you get the gore sounds too. This is not for the faint of heart or for those who distain from blood in video games - some people love the realism, some people find it very bad...then they go off on a tangent of blaming kids behaviour on it...but anyway! Actually on that note, let me quote the readme as it makes a valid point -Its a game. In the immortal words of Bart Simpson: Don't have a cow, man! -If you have an argument against blood, don't download this file. Talk about in the forums, please don't jam up the comments with arguments. See that? "please don't jam up the comments with arguments"...we don't like that here anyway so head the readme! It actually works really well! The blood looks very much like blood does in most games where it's there by default, clear puddles on the floor with splashes around it and a spray when you first strike someone, it's definately one of the better blood mods out there. Even down to the spot on color and transparency, all nicely done. I have to say thanks to the added noises too; they really make it stand out! -WadeV1589- [file="81937"]Check here for a JK2 version of this mod![/file]
Trilogy Sabers Episode 5
chickens here. This is just a bunch of saber sounds from the most popular Star Wars movie. :D Surprisingly, I found that the sounds weren\'t as tinny (I\'m still not sure if that\'s a real word or not) as other saber sound mods I\'ve reviewed in the past. This little mod can be used for JK2 or JA. There are five different saber hums and it just sounds like the tones are varied. Y\'know, like each goes down or up a note or two. I won\'t be keeping this mod myself, but that\'s simply because I don\'t use saber sounds mods. So, I wonder if we\'re going to see a saber sound mod for each movie? Probably. Anyway, good work. :) ~AmosMagee
JKA Saber Hilt Pack (v2.0)
for you to choose from. If you played JK2 then most of these sabers here will seem a tad familiar. I'll just give a few words on each saber. I will be listing them in order of the screenshots. Desann: We should all recognize this saber, carried by the most lethal lizard/dragon Dark Jedi thing. Enjoyed by many in JK2 and now available for JKA! Stinger: Can't say I've seen this saber before, but I'm not one to download many sabers to replace the default ones ... so ... yeah. It came with the Desann one, but I'm not sure who credit goes to for it. Seems like a fairly plain saber. *shrug* Strider_Fellowship: No info included on who the author of this saber is. It's a good lookin' hilt and will look better as a sword without the saber glow thing. Luke: This is a saber hilt from a pack by a guy who did none of the saber hilts either. Yeah. I'm thinkin' this is just Luke's saber. Then again, I don't pay much attention to the hilts. Oniwan: Before you even start, I know that looks like a typo, but it's not one by me! HA! That's what whoever made this hilt called it. It's his typo! Decent hilt. Dooku: From the same guy who gave us the Luke and Oniwan hilts, here's the Dooku hilt. Wildly popular, I saw this hilt everywhere in JK2. While it looks like good craftsmanship, I can't stand this hilt. Maybe because it's curved like that, I dunno. Personal preference, I guess. Yoda: The final hilt from the pack that included the last three hilts, this one is called Yoda. Though, I think it looks a tad too big for Yoda. Very plain hilt. Nazgul: And now onto the Lord of the Rings (LOTR) hilts. This first one looks like the kind of sword the Black Riders would carry. Dark in color, sharp at the points. Looks like it could inflict pain on someone no matter which end you swung with. Morgul: A dark city in Mordor, Morgul (actually Minas Morgul) had this hilt made with its namesake and I think it fits its name nicely. Small and unassuming. Glamdring: Ah, Gandalf's sword. It's large and regal and it just really has a presence about it. Nice lookin' hilt. Sting: This helpful little sword was given to Frodo by Bilbo. I do like this LOTR hilt. It has more personality and character than the other hilts I've seen so far. Strider: Strider's sword is big and shiny and quite masculine. Mmm ... Strider. Oh, right, back to the hilt. This is a nice hilt, and seems to be consistant with the other LOTR sabers. Ranger: I'm assuming this sword is fashioned after one that Strider/Aragorn carried, or belonging to one of his kin. It's a great looking hilt and is well worth the download just for this one, I think. Ring_Wraith: Another great LOTR hilt, made with the Ring Wraith in mind. The detail on this sword is lovely, but would be lost in gameplay. Morgul_Sword: Again we see another hilt with Morgul in mind, and its style is very much the same as the first one we looked at. Not much more to say about it. Black Widow: Oops. I kinda cut off part of the hilt there at the front. Well, trust me, this is a great looking hilt. One I may consider keeping myself. It's very evil looking. Yun: Some may prefer the simpler saber hilts and for those, I suggest Yun. It's a nice hilt, decent size, not too big or small, all chrome. It has a solid look about it - if that makes sense. Fierce Deity: And finally, the sword that was included with the Link model. This thing is huge. I mean, seriously. Use this sword and people will question what you're compensating for. No one needs a sword that big! And there you have it. One download ... 18 saber hilts. Is it worth the download? Sure, if you like variety. I would take too long deciding which hilt to use, so I'll stick to the base hilts. [/quote] So what can you expect in version 2? Some typo fixes, more hilts, and all hilts are now in one pk3. WOOHOO! *ahem* Okay then ... here are descriptions and screenshots of the new hilts: Ultimate: Frankly, I can't see why this hilt was named "Ultimate". The word implies something grand and perfect and for some reason, to me, big. It's a thin, small hilt and I do like it, though it's a bit plain. SaeseeTiin: I have no idea what the name of this hilt means, but it's a decent design. Nothing all that unusual about it, but it has a balanced look to it. Kenobi: A lovely saber that's just the right size for anyone. Very simple in its design. Silverbone: This hilt's appeal, for me, is in its clean lines, and smooth silver surface. It's a good size and has buttons. I like buttons. 3dberkoll: I remember seeing this saber and liking it. I'm unsure if it's what it appears to be - glass. I like the design and the concept of a glass hilt. 3dberko: This hilt has a shader on it that makes it seem to glow red from the inside. Love the idea of this hilt. Caladien: For those who believe size matters ... the Caladien hilt. Personally, I just don't like this saber - too big and unwieldy. It's a good looking hilt - just too much for me to handle. Guardian: Darn it. I cut off part of this one in the screenshot. Well, take my word for it, this is a nice looking, average-sized hilt. Love the silver and black. Diago: Grrr. Ran outta room for this hilt too. It's a great looking polished black metal hilt that keeps its design very simple and sleek. With 9 more hilts to choose from in this pack, why would you ever download the old pack? ;) Get this update for more hilts and a few bugs fixed (I think). Good work! ~AmosMagee
Darth Maul NPC
the icon) with Darth Maul. The thing you notice right away besides his double-sided red saber is his apparent invincibility. I opened the npc to find his health set to 800 and all his force maxed out. Maul power, only without his taunts or sounds. Let\'s see an update to this with the sounds included, and maybe some more Sith added on, hm? :D Technical Data: Pros: 1. Maul! All newcomers will be owned! Cons: 1. None of Maul\'s sounds were included. 2. Kyle is unnecessarily replaced by Darth Maul. Rating: 8/10 JEDIofONE :mepimp:
Xalius Episode I Sabers
file will also change the sounds from your sabers. While the sounds are pretty good, I think I prefer the sounds that come with the game. These tend to be a little long for my liking. For instance, when you put your saber away the sound continues long after it has been deactivated. Seeing as how it's no longer there, the humming really shouldn't be there either. I do agree with him on the look though. I decided to bust out Episode I again, just for fun and because I thought it'd be good to check, and I think these are a fairly accurate depiction of the sabers seen in Episode I. This is a pretty decent mod if you don't like the current sabers or have a desire to be back in Episode I again. But I think it would be much better if it were a visual only mod. Take out the new sounds and I'd probably keep it around for a while, but with these new sounds I don't think it'll stay very long. - Daku
His Holy Noodliness: The Flying Spaghetti Monster (FSM)
skyboxes. -------- There isn't a whole lot to review here, other than the fact that the chosen FSM image could have been better. Sure, the quality is good, but I think this would be better with something more, um... [i]2D[/i] This mod affects the skyboxes used in 4 of the 5 FFA maps. Unfortunately (or maybe fortunately, for fans of FSM), this affects more than just the FFA maps, as the baseJKA skyboxes are shared a lot. Not only among the base maps, but custom ones too, since skyboxes are often hard to make. But no worries. It's still an interesting mod, to say the least. And Caelum, for boasting that you were in my reviewmobile in the (pre-review) description box, I sentence you to 20 lashes... ...And a version 2. :P ~Crazy
Alora2 SP Fix
always pondered why they'd bother to negate the other Alora model, other than because of the deformation hole in the back. Then again, that didn't stop the cultist from debuting, did it? Anyway, Vemarkis, a newcomer, has taken the initiative and finally fixed the issue, having the Taspir Alora utilize the other, previously unused alora model. It was instantaneously refreshing. IN-STANT-TANE-EE-USS. I checked in SP to ensure it had the intended effect, and everything works perfectly. So little effort, yet such a big difference. Why this hasn't been done publicly before is beyond me, but no more. I'm definitely going to keep this around, as I personally appreciate the change, however minuscule it may seem. Acquire this if you use Alora at all, be it an NPC or if you play SP profusely. - Averus Retruthan
Ceretus TFU Stance
this accurate? Ehhh... sort of. I've seen pictures of what it looks like ingame and this resembles it a little bit, but the position is slanted forwards, his body should be straight. That's about it, I guess. No real description here, since it's just another stance mod. Enjoy. ~Authuran
CloneWars Mod - Sounds and Effects
:S Basically what we have here is a great deal of the sound effects work produced by the Clone Wars mod team that has unfortunately disbanded due to inactivity. We have however been left which quite a large library of new sound effects here which include things like weapons fire, walking sounds, new spawning sounds, new health and shield pickup sounds and more. Third (AKA Bluestormtrooper) explains more about the ill-fated mod and the excellent work that has been released here in his readme. All the sounds that I listened to were good quality recordings and were made by people who obviously new something about the art of [url=http://en.wikipedia.org/wiki/Foley_artist]foley[/url] (the art of making such sound effects) and some of them sound as good as the base JKA sound effects I think! A bonus is that this file also includes some .efx files to actually change the visual effects ingame! It's unfortunate for any mod to die, especially one that never saw a proper release, but unfortunately that happens. What is good though is that some of this mod team's hard work has been preserved here for the rest of the community. Since this is not a mod in itself the file does not contain a .pk3, but rather all the individual sound files. Hopefully the people in the community will make good use of these new assets, just remember to properly credit the original authors for their hard work here! Personally I would love to see these sounds taken and made into a proper sound effects mod, I think that would be a worthy use for this work and I'm sure people would enjoy it! So, if you fancy taking such a challenge up, then why not give this file a download? :) ~Nozyspy~
Christmas Cheer!
read it yourself! HA! So, since MooMoo has been gracious enough to include it in his readme, I'll bring the changes out here and ROAR violently. Included: --------------------------------------------------------- Skins: Prince of the Ice, Leonard - The white in the clothes here is pretty undetailed, but otherwise an alright reskin of what I think is th eEp 2 Obi wan. Averus Claus - Some dumbass in a mask and santa robe. Oh well, from the look of it, doesn't look like he volunteered for that picture, or even present, for that matter.. The Snow Gypsy - A skin based off his Ayamei Firas skin, reskinned into a wintry theme. Looks pretty good. Santa Claws - Apparently a demon hellbent on dominating the North Pole. A rather crude coloration of the ewok but eh, all in good fun. The Elf Soldier - An elven wretch offering servitude to the above demon. Looks alright from what he's got =_= Weapons: The Prince's Rapier (Leonard's weapon against the hords of evil elves of Santa Claws' armies) Santa Claws' Rapier (a red/white rapier of Claws' evil little three-fingered hand) The above two weapons are pretty decently skinned BUT I'm still questioning as to the strange grip stance of the weapons themselves. A rapier is not a greatsword XD The Elven Sword (the standard sword for the Elf Soldiers) ...as opposed to this weapon, which is, so kudos there. Also a couple changes to base weapons, too small to really notice, save for the blaster rifle's blast fire. True that, white muzzle blast on the E-11 Various edits: HUD (now a high tech candy cane interface that still carries the JA theme) COnsole (now a snowy backround with snowflakes falling softly in front) Startup Loading Screen (now a festive picture with a friendly message) Loading Screen (now showing a snowboarder getting extreme air in front of a sunset) Player's Personal Shield (instead of it just being green, it's now red with snowflakes) Red saber colour now has a peppermint theme with red and white Green saber colour now has a spearmint theme with green and white Blue saber colour is now a strange looking snowflake theme that didn't and will never, as long as JA remains itself, come out working correctly =_= Yep, those all function. Sucks to see that this mod was regrettably released so very late and without completion. Ah well, always next year, eh? Overall, not a bad little set. If the spirit is still within you, inject bandwidth in here and take a look. Alternatively, you can wait till the end of 2009 and submit bandwidth here again. TAKE YOUR PICK =_= - Averus Retruthan
Helectic Cores
this means that the solid white beam at the center of the saber blade has been replaced with something more interesting to look at. In this case we have three new saber cores to try out. [b]Just make sure you only put one .pk3 in your base folder at a time though, and also make sure you don't have any other saber blade modifications in there, otherwise this might not work.[/b] The first core we have is called Hectic. This is a kind of 'perforated' looking core. Its difficult to describe…perhaps something similar looking to the perforated holes you get at the top of a notebook where the paper is placed on the wire rings. The second core is called Genetic, and as the name suggests, this has sort of a 'genetic' look to it, like the double helix of DNA strands. Although it looks more stretched out and thinner than a real double helix. Lastly we have a core named Electric. The name here is a dead give-away, as you have probably guessed, this core is meant to look like electricity! The blade core this time is all jaggedy, sort of like a miniature lightning bolt. Overall this is a nice pack of new lightsaber blade cores. I really cant think of anything that could be improved upon here, since the mod is simple to begin with and has also been executed very well. For next time I would say that I would like to see even more different styles of blade cores! If you are tired of the plain old solid lightsaber blade core, then give this file a download! :) ~Nozyspy~
Unreal JKA Interface Reskin
This is also connected it to a Lugormod clan called Unreal. As soon as you start up the game you notice the differences, the splash screen right after the game starts to load has been changed, and so has the main menu. The main menu now looks very simple and clean, and is in a nice shade of red. Personally I think it looks great, although the Unreal symbol that keeps quickly moving across the center part of the menu does get a little annoying because it goes so fast! The menu also slowly fades to darker and then lighter shades, which I felt was a nice touch. The console background has also been changed, so it now features the Unreal logo and similarly the HUD has been changed to feature this logo too, all in that great shade of red. One small thing that I particularly liked though was the chat icon that appears above your characters head when you are typing. It now has two sabers crossed and says in big letters 'stop'. Now if only the developers of JKA had put something like that in the game to start with, perhaps we wouldn't have so many of those very annoying chat kills! Another little think that I noticed which I thought was a cool feature was the cursor, which now has a mostly transparent version of the cursor graphic rotating around the actual cursor. It's a bit complicated to explain, but once you get ingame you will see what I mean. I just thought that was a cool idea because it adds that bit extra movement to the menu screens. Little details like that can make all the difference when you add them up! :) Lastly we also have some new menu music, Linkin Park's One Step Closer. Now this isn't exactly the kind of music I like, its rather too heavy for me, but it does fit well with the theme of the mod. Now, things to be improved upon. Mainly I would say that the parts of the menu you see when you co into the controls options, and the graphics options screens, y'know the blue boxes? Well they're still blue, which doesn't look quite right since they really should be red (by that I mean the ones in the main menu screen, not the ones you see when your playing). Also that Unreal logo that moves around very fast in the center of the main menu screen gets a bit annoying after a bit... it just moves too fast! All in all though a well made mod here. If you are a fan of the Unreal games, or are on the Unreal Lugormod clan that this mod is for you! :) ~Nozyspy~
Jedi Academy Unleashed
Stormtroopers have Force powers. Nothing much to say about this particular mod apart from the necessaries. Most jedi/sith have FULL lvl 3 force powers on every power. and the Stormtrooper now push me away with force push :/ ~Rets
The screenshots shall speak the colors for me, as I'm massively lazy to list out colors that people can figure out for themselves(We can do that, correct? ⌐_⌐) I think my only suggestion for another version would be to try and compact your file. There were a couple instances, namely in the .veh and .npc extensions that I believed you could have just smashed together and made the file that less messy, and I'm more than certain you could have applied a custom skin as opposed to making each vehicle a separate addition. Whilst I can't remember how to do it to save m'life, I'm sure one of our more versed community members in the forums or the comments will help you out on that front =_=. Overall, a decent toy to play with =_= engage... - Averus Retruthan
OJP Enhanced
a new review, as screwing around with said mod a little more allows for more beef. We'll attack some general features first, that will affect all players. [b]General Features[/b] XP System: No longer are points just for strutting around like a chicken whilst you hawk how good you are whilst you secretly cry inside realizing you have nothing better to do than bully kids in a video game =_O Now you have to earn some kills, and gain power =_= each time you join an OJP server, you will have a minimum set of experience points that you can allocate to gain a number of weapons, gadgets, saber stances, and force powers. I screwed around in the Abregado Casino map and gambled for points, and I found that you have to actually kill either a bot or an actual player to gain experience points. General ratio seems to be 3 kills = 1 XP. There are in fact some XP allocation rules(these being but a few): - At certain XP levels, certain stances are locked from the player. - Force Jumpers cannot invest in Jetpack, and vice versa - A player must have 1 point in sense minimum to be a force user. - Certain levels of force user can only invest in one level of gun usage to prevent that "god character" factor. A good thing to note is that if you're in a hurry to get to the real fun, you can skip the whole "Kill, kill KILL, KILL, KILL" and avoid having to stack up all those kills just to get that toy you really want by adjusting the minimum XP count in the advanced server settings. One could also lock certain powers and weapons from here as well, as well as adjust a setting on this: - Timer System: Have trouble with people killing themselves constantly? Chill them out by making them have to wait with a modified siege timer that prolongs spawning until it runs out. Whilst it can be very annoying, it's also very useful for setting points in between bouts of madness and violence. Don't like the timer on your server? Just set 'er to 0 and you can jump right back in. - Holster System: Gunnery is now a more important aspect in this mod(more on that later,) and as such, the team found it appropriate to make things more realistic by coding in a nice system to holster your guns on your character whilst you are not using them. Only irk I found was that saber holstering really doesn't look good strapped to the front of your thigh, nor does it look comfortable. Yes, I'm guessing it's probably the whole "belt" thing, but on most models, it doesn't seem very applicable. - Improved Bots and NPCs: There are some of us out there that don't have the expensive equipment to fight all the time against other players on the internet. Never fear, as the bots have been tweaked to use the OJP saber and gun systems accordingly. Experiment around, as some bots are inclined to use guns, whilst some use sabers. NPCs are now no longer psycho sugar addicts like they were in JA+, and now fight normally. Even the force using cultists do something instead of standing there punching the air idly! A lot of the old functions in JASP work as well. The howler now lives up to its eponymous name(although it doesn't seem to hurt yet.)The assassin droid returns and now effectively has a working forcefield.Even more interesting is that, should you fall to the new NPC AI, most of the time it will actually register as a kill as if you were slain by a player. Example being this most recent one: "Averus Retruthan was blasted by Boba Fett" That was me deciding to let an NPC kill me =_,=. Naturally not all the AI is up to absolute snuff, and there are still bugs to be worked out (I.E. some of the non-human NPC's guns are in the wrong places still,) but it's definitely a 1-up on the older MP AI. - Dodge, Force, and Mishap Meter: One of the more critical elements of gameplay now relies on these three meters. These will control how long you will in essence "live," forcify, and still remain accurate, respectively referring to the above order. More will be applied as the necessary sections arrive. - New Animations: A plethora of new animations from ledge grabbing to a proverbial backhand attack lie in wait for you. Take a look around and see what you can spot =_o! - New First Person view: Gunners and saber users alike can experience battle now from the eyes of their player. Gunners will notice almost immediately that the gun is no longer at like..chest height. You can now look down and see where your gun is, and not feel like a total chode when -CO-OP Mode: Haven't had a chance to try it, but now you can try SP in Cooperative mode =_=! and finally.. - Vehicles: An older, not-as-remembered feature of OJP was that it was going to amplify vehicle functions in some respects. Unfortunately, there's not many functions to speak of on that part, as it seems to have been lost in the quest for saber research, but some vehicles now have some new alternate functions usable only in OJP. The only examples I can think of at this time are: - The droideka can now rotate in place instead of having to back up and go forward like a cheap RC car. (Found in - http://jediknight3.filefront.com/file/Naboo_Hills_21;31144)) - The [file="53196"]Tie-Phantom[/file] vehicle now has an active cloaking function on it. Interestingly enough, some of the vehicles seem to attack on their own if not possessed by a player. These are just but a few of the new general functions, I'm sure, but hopefully enough to have kept you going up until this point =_= now we shall attack the gun and force user aspects, in that order. [b]Mercenaries and gunnery[/b] Guns have finally returned as a force to be reckoned with. Guns are no longer dwarfed by saber using force users now. Cunning can be used effectively now, with the new gun effects. General features of the weapons include: - Ammo Clips/Reloading: every weapon now has less ammo on the count. Out of ammo? Good, reload =_= - DEMP2, Trip Mines, Concussion Rifle? Locked out unless you use cheats. - As forementioned, all guns are now no longer in your first person view by default. It's now more realistic =_>. - Thermal Detonators now can be thrown with a new bind, so you no longer have to actually select the thermal and chuck it. Range is limited though,so don't try and throw it too far. - Gun accuracy is decided by your level of XP in that slot and mishap meter. High mishap = start missing, even if aimed properly. In some cases, if you're not careful, you can be knocked down as well. Dodge will help you evade some of the more lethal attacks whenever necessary. Now, I'll report the effects of each weapon: - Blaster Pistol: Much more powerful shot. At level 3, you get a second pistol at your disposal, and your alt fire is activated, doing mishap damage to enemies, usually knocking them down if you power it enough. Suggestion: Allow the second gun to be an alternate upgrade, like the speed and ammo upgrades for the later guns. - Melee: Effective and useful when outta ammo. - Blaster: Good balanced weapon with an available rate of fire upgrade. - Disruptor: Power seems to vary now with charging in scoped mode. - Bowcaster: An effective powerhouse, now with available scope function at level 3 and a chargeable bolt (doesn't multiply.) - Repeater: Converted into a DC-15 clone rifle. At level 3, an available ammo count upgrade can be made, and the blob can be now fired at the cost of...an entire clip. Quite effective, as the blob now induces knockdown and acts as an explosive(which will be covered later.) - Flechette: Converted into a T-21 Rifle. Rate of fire controled by your tapping power. Damage is a little weak and sparse, in my opinion. - Rocket Launcher, Thermal Detonator, Detpacks: Weapons of the explosive kind don't seem to actually do immediate damage. If your dodge is high enough, and depending on where you are on the blast radius, you will be knocked pretty far. There's sadly no shrapnel or misc. damage, assuming you aren't knocked high enough where the fall will immediately kill you(a good percentage of the time.) If your dodge is low...well then, your body will be BLOWN TO PIECES AND ANNIHILATED. Now, onto the gadgets: - Bacta: Level 1 earns you small bacta, level 2 gives you big bacta - Jetpack: The jetpack has been reinvented with a new dynamic animation system. Lot more heights can be reached with this jetpack, and quite quick. Runs on fuel, of course. - Cloaking: Not much change. Still runs on fuel. - Flamethrower: huge flamethrower effect that runs on fuel. Quite impressive to behold. - Seeker Droid: Now fires stun charges, and if you hit the Use Item button, your Seeker will detach away from your perimeter and actively seek you out. - Sentry Gun: Setup time required, but is a lot more durable and reliable. - Forcefield: Now lasts longer, takes more impact, and even knocks 'tards who run into it down to the ground. This covers the basics of mercenary combat. Now... [b]EPIC FORCE USER COMBAT[/b] Considered to be the proverbial "gem" of the entire mod by the makers, saber combat has been completely redone, and converted into a powerhouse of cinematically epic system of clashing, pwnination, and strategy. Mishap, Force, and Dodge Points now are tested to their limit. Force controls force attacks, including saber swinging. Low FP = slower swings,less force ability. Low Mishap can result in a slowbounce, stagger, knockdown, or even disarming your opponent of his saber! Also, you have to be a lot more careful in watching you and your opponents movements, as you won't simply just swing and hope it hits. You can now engage your opponent with Shii-cho, Djem-So, Soresu, Ataru, Nimen, Juyo, and Makashi(
Desert NPCs
actors. The last three in the file are basically stormtroopers, with half as much health as the player and boosts to their AI settings. Not much else to say, is there? ~ Kouen
Version[/file][/b] ------------------------------------------------------------------------------------------------------------------------------------------------------------- Well here it is finally! The Ultimate Weapons mod v1.3! I reviewed the trailer for this a few weeks back and was deeply impressed with what I saw. Realistic explosion physics and effects, better weapons sounds and better weapons effects too, I was eagerly awaiting the release of this mod, and now…here it is! And it certainly doesn't disappoint! What we have here is a very comprehensive collection of both some of the author's own work, and the best of other modder's work too, all compiled into one all encompassing mod! There's simply too much for me to describe here, so I will get right to the best bits! [b]New Sounds[/b] As far as I could see (or should I say heard?) it seems like every weapons sound sets have been replaced with movie accurate sounds. One of the most noticeable is the sounds for the E-11 Blaster rifle. To be honest I wasn't that fond of the default JKA sounds for the E-11, they seemed a bit too high pitched. Thankfully this mod completely changes the sounds to ones that are much more like those you actually here in the films (like the detention center breakout from A New Hope). I also liked the change of sounds for the Flechette launcher and Bryar pistol too. All in all a vast improvement over the default JKA sounds, and that goes for all the weapons! Also included are new lightsaber sounds, which sound more like the ones from the Original Films and also the original Jedi Knight games, along with new sounds for force powers and melee attacks too. I liked the change of the force power sounds, they now sound much more discreet and realistic compared to the rather loud default JKA ones. [b]New Weapons [/b] Here the mod gets even better. Not only does it have completely new sounds, there are also four new weapons or should I say, replacement weapons included. Three are the Bryar pistol, E-11 Blaster rifle and Thermal Detonator from the JKA Dark Forces 2 mod (which replace their respective default weapons), and the other is the DC-15A more commonly known as the Clone Trooper blaster rifle, from the Movie Battles II mod. The new improved repeater rifle, with new shot effects and sounds looks much better than the original, but if you want a change from that, just put the optional DC-15A .pk3 in your base folder and the repeater is replaced with the clone rifle. The Wookiee Bowcaster has also been given a good polish up, as have some of the other weapons. [b]New Weapon Effects[/b] Along with new sounds and some replacement weapons this mod also has new weapon effects. For example, new muzzle flashes and blaster bolts. The projectiles for the repeater rifle have been changed to look bluish and the secondary fire has been changed as well, which I think looks great. Its pretty similar with the rest of the weapons, the E-11 blaster bolts have been changed, and now look much better, as have the firing effects for other weapons. The lightsaber has also received an upgrade with new blades made by D'halaine to look more like the saber blades seen in Episode 3 One interesting case is the Bowcaster. We all know that in the JK Games thus far (at least Mysteries of the Sith, JK2 and JKA) the Bowcaster bolts have traditionally been green. However, if you look at the original films, the Bowcaster bolts are actually red. This mod changes the green bolts to red, thus making it more realistic to the films. If though, you don't like the red, there is an extra .pk3 you can put in your Base folder, which will change them back green again. But not only does it change the colour, it also improves the green Bowcaster bolt effects, so it is now much improved. [b]New Particle Effects[/b] This was one area I was super happy with! It seems to be an unusual (mostly male) characteristic that we like watching things explode and blow up. Whilst women on the other hand like nice quiet romantic stories…well give me a few explosions any day! :P Well I am very happy to say that the explosions and particle effects have been [b]massively[/b] improved over the default JKA ones. The explosions now actually look like powerful the explosions that you would expect to get from Thermal Detonators or Rocket Launchers. Along with that are all the little chunks of things and sparks and shrapnel that fly everywhere (very realistically). Along with the explosions is the new blaster hit effects. Instead of just a black blob on the wall (or indeed another player!) when you hit it with a blaster bolt, you now get what looks like a proper hole that's been blasted out. Along with that you also get little glowy bits in the middle, and even a small tongue of flame (also like we saw in the movies when a Stormie blasts a chunk out of a wall). [b]Extras[/b] On top of all of that, as I have already said, there are some replacement weapons, and a handy .pk3 file for changing the Bowcaster bolt colours around from red to green and back again. Then there is also another couple of optional .pk3 files, which you can choose to use. One is a .pk3 file, which is called; 'zzz_UltimateWeapons_LQEffects.pk3'. As the name suggests if you find that your computer is running slowly with the full-on-super-high-quality effects, you can put that .pk3 in your base folder and it makes the effects simpler and less taxing on your systems resources, which is great if you have a slower computer. I really think that was a nice thing to add in there, as it makes the mod even more accessible to people. :) Lastly we have another optional .pk3 which disables the blood effects in the mod. Personally I'm not that fond of blood effects, since laser bolts and lightsaber blades would in reality cauterise the wound and should stop it from bleeding…there goes my geek side again! :P The blood effects are on as default in the mod, but if you don't want them to appear, you can put the 'zzz_UltimateWeapons_NoBlood.pk3' in your base folder and this will remove the blood splatter effects. [b]Conclusion[/b] All in all then an absolutely fantastic mod here, and what is more, it works in Single Player too! Though there is the possibility that this mod will conflict with other weapons mod's and such, but that is to be expected considering how many things this changes. So if you want to know more about that, take a look in the files readme for more information. To be honest, this compilation is as close as I think it is possible to get to a perfect all round weapons mod for Jedi Academy, it truly recreates the movie feel in the game. And personally I think that this really breathes some fresh life into JKA when you play it. Fantastic work here D'halaine! I [i]very[/i] strongly recommend a download here, you wont be disappointed! :D ~Nozyspy~
Dark HUD
parts to a darker color, the background for the counter bars to a red, and the counter bars themselves white. Simple? Yes. Effective? Yes. Give it a download if you like it.
author had added a new saber file to allow you to use this hilt. No other alterations to the hilt have been included. ~Inyri
Realistic Weapon Speed Mod
Firing Speed - No ammo wasting. Honestly, I wouldn\'t mind the first one, but the second one just takes the fun out of the experience for me. However, there may be some who may find great fun in this. =_= If so, SUBMIT BANDWIDTH. THIS WORKS FOR JK2 AND JK3 AS WELL. (Two PK3s for the choice) - Averus Retruthan
Ship and Planet Start-up Screen
that. So what is it? Well, the best way to tell would be to look at the screenshot. Almost everything fits the menu. The only thing that I did not completely like about it was that the text on the buttons were a bit hard to read, especially the \'Help\' button when highlighted. There are new sounds to the menu as well as a new background image. The hover sound is a computer kind of sound effect, but it seems a tiny bit too long, to be honest. The click sound is an explosion, which I thought did not fit in all that well, but it\'s better than nothing. The back sound is a sort of buzzing sound that I can\'t quite place... Not the best sound, but it could have been worse. Overall, I think this is a good startup screen. I\'d suggest a download to anyone looking for a new startup screen.
New Stance Mod
isn\'t significantly different from the default yellow stance, in my opinion), and red stance is supposed to be... well, nothing in particular, it seems. Remember that if you download this mod, you can only use one stance mod at a time, so if you can\'t get these stances to work try clearing out your base folder. ~Inyri
Highspeed Melee 3
you must put [japlus_gla_anims.pk3] with JA+ Mod. (Means you MUST have JA+ installed. Something I will NOT do) One more, a balance wasn\'t appropriate with multi-player. Therefore, some are being adjusted. Because a problem was found, fast stance was changed to new stance. Then, even a single-player can use a new saber stances. 1.Melee motions The number of frames of meleemotion and a speed were revised. Former back running was deleted, and the left kick and front get up were amended with multi-player. One back flip was changed with single-player. 2.Saber stances Saber stance of medium and dual was added newly, and fast was amended. 3.Melee effects Melee effects with single-player were amended. 4.Melee sounds Melee sounds were amended.[/quote] And here's the previous review: [quote] Well, first off, this is a melee and animation mod, so it changes a bunch of animations! It has a MP and an SP version. It changes melee animations, and gives an optional saber stance change. However, the file size has been vastly increased with the fact that you can choose which things to have, be it just the saber stance, everything, everything but the saber stance, and what-not. So, we trade file size of customization. I\'m just going to start off with the new saber stance. It changes the stances for Strong and Fast styles, as well as Staff. It doesn\'t change the stances for Dual sabers, or Medium style. It does change the walk back animations, however, but only for fast and strong styles. Although with the way your players head moves to look at people, your head looks like it\'s going to twist off. Also, on ledges if you position yourself just right while using the fast stance, your character goes wild and you start to go into something that resembles a loop. But, you can get out of it by just going over the ledge. The run back animation looks...funny to say the least. It looks like the character\'s on a wheeled chair and is going all over the place. He really looks like he\'s sitting down. Now for the melee part. This does change the melee animations in JA+. For better or for worse, that really for you to decide. I did notice a small thing with the left and right roundhouse kicks (Hey, it\'s what I call the kicks when you do alt attack + W+ A/D). Anyways, the animation would have a brief pause after doing it, so your character would stop for a split second. One kick, I did like was the regular alt attack kick that was modified. I was disappointed that this didn\'t have more changed animations. This overwrites JA+\'s animations, so I\'m not sure if this will work on a basejka server. Now, for the SP version. From what I can tell, it has most of the features of the MP version, except for melee is sped up, and there\'s no saber stance changes. But, there is an added effect to the kick. It looks like a small explosion. Yay, now everyone seems to have either explosives or bags of blue stuff hidden in your shoes. This certainly took some time, so if you like it, download it.[/quote] ~Zach
More Shields
different.... okay, it\'s a [i]little[/i] different. This particular mod contains a few shields you may not find in others, for what should be obvious demographic reasons. This mod contains four shield options: black, white, pink, and pink with flowers. Pink with flowers!? Yes, I heard one of you say it! We all have a sense of humor, right? We\'re all secure men and we can handle flowers, right? Er, well, I don\'t speak for myself obviously, but you get the idea! While perhaps not a serious mod, I found the flowers shield to be quite amusing, and I probably like pink flowers about as much as you guys. But even I have to admit... there\'s something funny about seeing flowers after you\'ve stepped on a trip mine. Keep in mind you can only use one shield at a time, and that the \"black\" shield is actually equivalent to seeing no shield. Give it a whirl if you need something new! ~Inyri
Father and Son (Duel Music)
– a little too fast paced in my opinion. I like my music kind of slow and dramatic , not really fast. But if this is your cup of tea, feel free to download it. ~Zach
Original Saber Sounds Pack
do come from the movie.The sounds are high enough quality, and I didn\'t catch any deterring factors. How can one say anymore about this pack? They sound like every other pack I\'ve come across, so if you intend to get this one, now is the time to offer your bandwidth up and giggle like a little girl. Upon which time, I shall promptly answer your download request with an upload of scythe blade to your skull, in which you will then scream in pain and I shall dance about in a fashion that desert nomads do. - Averus Retruthan
Tekken Jin
any. If there are any missing, make them!) (>ZemmurkTrooper
Über NPC Mod Pack
textures. That\'s basically it. The changes in this are best described in the readme. (From the readme) [quote]This mod basically changes Kyle to have a medallion type thing, and a couple more belts. It also gives luke bright green hair, just for the heck of it. The JK2 version of Tavion now wields a purple saber, and moves at about two-hundred miles per hour, which believe it or not, looks pretty neat in-game. Luke now uses a green saber-staff instead of his usual saber. Luke, Kyle and Rosh now have force protect / heal turned off so they can\'t just sit there and take all your hits any more. Instead, they now have roughly five times the hit points as before, making for, in my opinion, much better saber duels. Rosh and the basic Reborns now have pure burberry woven into their clothing.All stock npc\'s are now fully chop-to-bits-able, and I\'ve also added some new blood effects for good measure. Lastly, Jawas now wield a red lightsaber each, and instead of being neutral will attack you, and those mean ol\' tusken raiders![/quote] So that\'s about it. There is a blood mod included, but from the looks of the textures it\'s rudimentary, but that doesn\'t matter. This mod was made for personal use, so let\'s just let that be known. If it was me making a mod, I\'d want to make something a bit more....grand...but that doesn\'t matter, since I\'m not making one! stick out tongue But basically all the tweaks are mentioned, so if you like what you see, download this. ~Zach [/quote] Here are the changes (quoted from the readme): [quote]Tuskens now carry iether their stupid staff thing, or a heavy repeator. Just about all of the boss battles in SP have been made a lot more difficult, especially the end game tavion, and Kyle. Alora\'s been upgraded also, to wield a stylish red saber staff in place of her old saber. Desann is now twice his normal hieght, and his saber\'s been enlarged too. [/quote] Looks like a a couple of simple npc tweaks. Simple, but if it floats your boat, then download it. ~Zach
Nina - Genesis
advances. However, it didn\'t quite tickle me that much. I will start by saying that this was a well-developed SP mod, and it shows given the conviction of the team responsible for it. The voice actors were decent. I only played a little fraction of it, given time constrictions, and from what I\'ve gathered, the cutscenes were voice-acted. On terms of the actors, most were decent. I say decent because most didn\'t seem to emote enough. I felt as if I were trapped within a world of teenagers, rather than a HORDE OF PEOPLE THAT ARE OLDER AND HAVE BEARDS! Now, the storyline revolves around a secret abandoned imperial project that \"Nova Unit\" has been assigned to. Nova Unit, in turn, assigns it to our protagonist. I believe the unit was mentioned in the previous chapters, so play the previous to understand their malevolence! On a theatrical note, allow me to say this: I wasn\'t pleased with the sudden plot-twist so early. Granted it\'s an important one, but it seems WAY too early to just bring that in. It would have seemed appropriate at a more key location instead of an apartment. Also, what was the point of the stormtroopers? Random people just attacked, seemingly guarding no one important. I don\'t know, perhaps just for target practice...*SCYTHES a stromboli trooper* I just didn\'t see the point at that time in the story. Overall, I suggest you all offer a prayer to the download god so that it may grant you this SP mod. This mod was rather entertaining. It also reminded me that the SP AI is much more smarter than I remembered... Download if you hate humans or if you want to kill time in SP. - Averus Retruthan
Cheese Trip Mines
mines look... yummy, I suppose. Definitely something unusual, and possibly just the silly, quirky mod you\'ve been looking for. Give it a try if you\'re a cheese fan. ~Inyri
Clan Mod
Clan Mod! Since there's really no point in reviewing the entire thing all over again, I'm just going to post the change log, and the first review. [quote]||==|| CHANGE LOG ||==|| ==++ VERSION 1.04 (BETA) ++== fixed backslash fixed /scale, can now /scale (scale) or /scale (client) (scale) fixed yellow DFA, more accurate now fixed duel sounds fixed melee duel fixed grapple string now shows all the time fixed buffer-overflow glitch fixed /protect glitch changed /admintele to /teleport or /tele changed /grantadmin, can now /grantadmin (client) (level) changed g_slowmoduelend, FFA is no longer included changed powerduel icons now shrink if too many people are on changed custom model used on grapple changed scoreboard shows more then 20 people changed cursor doesn't show on map load ==++ VERSION 1.03 (BETA) ++== fixed a crash exploit (in most mods) fixed a few small bugs & glitches fixed /endduel fixed MOTD fixed /scale fixed terminator & human duel over glitches fixed chat protect + empower fixed bryar pistol give back on duel over fixed jetpack on change to empower glitch fixed seeker drone takeaway after unterminator added /freezemotd and !freezemotd added jump to get out of emotes added compatability with Visual Studio 2005 added terminators can now remove jetpacks added gun_monk added gun_slay added cm_rolltypes added cm_BotFakePings added terminators now have force jump if g_forcePowerDisable allows added monks (humans) now force jump if g_forcePowerDisable allows added monks (humans) heal over time. 1 second = +1 hp added +all and -all suffix commands to /terminator /empower /monk /silence /freeze /protect added server cvars for the new -all and +all suffixes added /help (COMMAND) option changed /human to /monk changed servers can now speak like normal people changed autoprotect cannot be done on duelists changed chat protection cannot be done in duels changed monks and empowered cannot pick up weapons changed made more bitrate calculators changed made installer install to startmenu instead of desktop changed makefile for linux to compile in Debug instead of Final optimized duels, terminator, empower, monk ==++ VERSION 1.02 (BETA) ++== added cm_enable_ledgegrab cvar demigod'd people cant be push or pulled forcekickflip made with more reliable times players auto-scaled to 100 at duel begin Fixed Yellow DFA JK2 style Changed cm_jk2_style_yellow_dfa cvar to cm_JK2yellowDFA fixed emote holstering sabers fixed /slay without (client) added emote bitrates fixed wall runs added /human all languages added fixed duels with weapons ==++ VERSION 1.01 (BETA) ++== admin bitrates fixed /RenameClan now has a custom saying /Scale now has a custom saying /AdminTele now has a custom saying roar_ prefix changed to cm_ added +button12 to commands list "Admin password incorrect" no longer announces ClanPassword incorrect saying added freeze_gun changed to gun_freeze silence_gun changed to gun_silence insult_gun changed to gun_insult kick_gun changed to gun_kick empower_gun changed to gun_empower terminator_gun changed to gun_terminator splat_gun changed to gun_splat c_Clanpassword fixed /splat fixed added ledgegrab[/quote] And for the old review: [quote] Description: Finally, we have a good administration mod that isn't JA+ or lugormod. Presenting, Clan Mod! The new, and improved Jedi Academy administration mod. For Clan Mod, the goal is security, and as such, it differs from those other mods slightly. I will first point out the things that this has fixed that JA+ doesn't have. First off, it has flood protection on by default! Mind you, this is not the regular This means that nobody can make you crash by spamming you with messages. But, you can crash yourself. So have fun with that. There is also improved chat protection! This was actually one of the first things that I tested. While in JA+ you can kill someone who is in chat and has absorb, or another light side power, you cannot do that in this mod. Chat protection is much better in this mod. It even applies in duels! So no more chatkilling! Then, there's the reworked grapple. Sure, it doesn't have it's own custom model, but it's much better. First off, there is actually an animation that is played when you throw the grapple ''hook''. And secondly, there's actually a rope sound that plays when you're throwing it! And, also, you would think that when you grapple onto someone that you would follow them, correct? In JA+, it doesn't do that. In Clan Mod, it does! Sure, there is no swinging like you're able to do in JA+, but that might come in a later release. Moving onto the next thing, Admin! now, brace yourselves, there are five levels of admin. That's right, FIVE! And they're all customisable with a nifty bitvalue generator that is included with the mod. So yay, five levels of admin to use! I know that gives clans a little more freedom with admin, so you might like that facet of this mod. Now, there aren't as many admin commands as in JA+, but I can say that they are just a potent! First off is freeze, which literally freezes your character in mid-air! There are a few commands, such as scale, which let you change the size of your model! Hm, let me think...There is also splat, which in essence slaps you into the air and then you fall and die. There's a rather funny thing that goes along with this. If you put chat up, you bounce! But you can't do anything but bounce. Another commands is /lockname, which keeps a player from changing their name. There's silence, as well as /insultsilence, where if a player tries to speak, a random, pre-set, customizable message pops up instead. Quite funny, actually. There is a command to grant admin, as well. But as far as I could tell you're only able to grant the lowest level of admin. There are emotes, but there aren't as many as in JA+, thankfully. The few that there are just taken from regualr Jedi Academy. Oh! One of the things that a lot of you people will LOVE is the auto chat color option. What does this mean, you ask? You set a color, and all your chat comes out in that color! And among other things in this mod, you have a black saber, which isn't really black, it has a white core and a black edge. I think it looks cool. There is also the pimp saber from the OJP project, which goes through all of the saber colors, which is cool. There is also RGB saber and character support! Okay, now onto the actual clan part of the clan mod. So know how people always have their clan information in the message of the day? Well, this mod gives another outlet for that. There's a clan section for the mod, that takes up a spot on the menu bar. It contains the clans name, initials, recruiting status, whether they lame or not, as well as other information, so you can start putting different stuff in the message of the day! Also, now you don't have to wear those cumbersome clan tags! Clan mod has a slot just for your clan! So your name can go without the clan tags now! There's also a clan member login! However, there currently isn't clan tag protection, but we can look forward to it in the next version! Am I done? No. There are now four, count them, FOUR, duel types. There is melee dueling, full force dueling, training duels, and regular duels. Melee duels are just what you think, melee duels, you get 200 health and your fists. Can anyone say: ''Boxing match?''. I'm sure you all know what a full force duel is. So I won't explain what that is. The next one is the training duel. You take no damage in this duel type. None. It's meant for training. But, you can end it whenever you want. And now for the best part, this mod is server side! You don't need it to play on a server that has it! However, most of the things, such as the clan menu, you can't see without the add-on. And fortunately, It's included in the download! Both server and client versions for this mod are included in the download! And wait, that's not all! The Linux version is also included! I hope that this mod comes to replace JA+, or at least be put up onto many servers. I have had a couple of people come onto a server that I hosted, and they all liked the mod! I would just like to say that this is an excellent mod. ~Zach[/quote]
AC Cloud & Sephiroth Sounds
won't be able to hear them clearly, especially if you have music playing. Well, either way, at least it's better than nothing, so if you've got 2.60Mb you're willing to spare to add this on to the models, go for it. ~ Kouen [b]Required Files:[/b] [file="49670"]AC Cloud[/file] [file="43367"]AC Sephiroth[/file]
Hud n' Gunz
green bars where your force and health is? Well, now they're white bars! And somehow the author managed to misalign them, so the different chunks now like, overlap each other. Also in this pack is suppossedly a gun HUD icon modification. Now, The only thing i thought was different (and I may not even be right about this) was that the icons now have a little orange line around them. Or maybe I'm just blind. Well, that's about it. If you want a white, misaligned HUD with a really really small picture of Boba Fett in the corner, then this is for you. In the the extremely more likely event that you don't like this, well, you're not obliged to download now are you? ;) ~Szico VII~
RTCW Menu
that I didn\'t like was the secondary menu strip that activates when you click on, say, Profile. A strip above the skin selection is the same as original. I think it would\'ve been alot better with some metal bars or something. Make it look more WWII-ish. However, I liked the \"Ja\" and \"Nein\" bit on the Quite Game screen. A nice touch. This is a matter of personal preferrence, download if you like the screens or don\'t. The skin is done well, but it might not suit everyone. Arthenik
tougher, and specialised, NPCs to help you with various forms of saber combat. None of them will use Force powers, except from Jump and occasionally Protect, so for best effect, you should avoid using them too. There are two tiers of NPC - Standard, and Specialist. Standard NPCs are more difficult renditions of what Jedi Academy throws at you in singleplayer, and Specialist are much more efficient foes comparable to humans. All in all, both tiers provide a good challenge for the unprepared player. Also included is a small script which utilises various keys to control the spawning, freezing/unfreezing, and killing of the NPCs. I don\'t think I need to tell you that you need cheats activated in order to use this, due to the codes used. The keys this script will hijack, are: / - Freeze/unfreeze . - Select opponent , - Kill all NPCs = - Spawn selected unit This kind of training is offset by the fact that most servers have mods, which use different damages and hit detections than baseJKA, but still, if you want to practice on something with a bit more guts than your average Reborn Master, give this a shot. ~ Kouen
Super Lightning
lightning! There isn\'t very much left to say. Lots of lightning. For you lightning lovers, enjoy. ~Zach
freakinweirdo's poorly made saberblades
complaining about the lack of effort involved he made a catchy title calling attention to just that. Well... I wasn't going to complain :p These blades are incredibly simple in their creation - basically a rectangle and a triangle point composes the core of the blade, and it has no visible glow. So the blades look more like colored pointy lines. I've seen mods like this before, but not colored, so I'm sure it'll suit somebody's fancy. I actually find it kind of fun to play around with. The only thing I'd really change about it would be to remove the saber hum. Somehow without a fluctuating aura around it it doesn't seem to me like it should hum. But hey, what do I know? ~Inyri
EPII Coruscant Chase Duel Music
If you leave it long enough.... *eek* So, the song. Well, it\'s classic John Williams really. I personally think it\'s one of his weaker pieces from Episode 2, but to each his own I guess, and it does fit the \'pumped-up and ready to fight\' theme. Download it If you\'re interested. If not, well, don\'t. ;) ~Szico VII~
Pyro-m4ni4c Detpack
It\'s an interesting effect, but an effect I would imagine would be better suited to a much larger explosion. The new sounds, however, fit quite well with the new effect. The textures on the det pack have also been darkened, but as the author mentioned in his read-me, this is hardly noticible. ~Inyri
One Winged Angel - Duel Music
cool Kingdom Hearts version of Sephiroth. I mean, he was just so much cooler than FF7 Sephiroth, as long as you tried to forget that Lance Bass voiced him. But it's not like he said anything but "SIN HARVEST!" anyway. If you're a Kingdom Hearts fan or a Sephiroth fan (and I know 75% of you at least are one or the other) you should snap this up. It makes decent duel music, and while I find the music sounding a little too midi-ish to be considered good quality (for Pete's sake, the music was for a PS2 game! Put a little effort into it, devs!) it certainly holds the aura of what One Winged Angel should sound like. ~Inyri
Stab Attack Mod
days just how much people whined about this... but anyway, if for some reason you\'ve never liked that lunge attack, or just want to try something different, this mod replaces the lunge animation with a nifty stab animation. I believe this is just another animation from the default gla, so you\'ve probably seen it before, but it still might be a nifty change. I might keep it around a bit just for fun. The only drawback here is how the author went about changing this animation. Instead of changing the animations.cfg, he went into the .sab files and changed the particular attack. However the problem therein is that this new stab will only work for default sabers, and not for custom sabers. Learning how to use animations.cfg would be a good idea in the future, however, for anyone trying to learn animation modding. ~Inyri
Samurai Blade
don't agree. I find that it looks more like a saber without the colored glow. However you can decide for yourself. It does add the sword sounds that particular saber, and the trail seems a bit more pronounced. Personally, if you're really a sword fanatic I'd suggest just downloading sword models. ~Inyri
JA Enhanced Graphics
pretty though :) Basically, this mod takes almost everything in the game which is remotely natural looking (and even some player models) and gives them a super dynamic glow. You'll need a vid card which supports this function to use the mod, and you better have eyes which can take a lot of strain! I guess whilst some things look nicer with a glow, giving my stormtrooper SP model a big glow doesn't really work - and seeing glowing rock faces and grass doesn't really fit the bill either. Still, it is interesting to see how the game looks with the shader modifications, and if you like glows in general you'll love this :) ~Szico VII~
La Marseillaise Duel Music
on your French, that's the French national anthem. French or not, if you don't recognize at least the beginning of this song you definitely need to get out and about more. I can just picture a duel to the this song... I don't imagine I'd get very far with the duel amidst all my laughing, however. It's good for Frenchmen, fans of good music, or folks who need a laugh and want to duel to France's national anthem. ~Inyri
Pyro"s HUD
HUDS i've seen keep it up :) .have fun elros
JA Default Model Tauntpak
are quite a few sounds here, so I'll try to be brief but complete at the same time. The author aimed to fill in the gaps left by the Raven team when bringing some of the Jedi Outcast models to Jedi Academy, such as Desann and Lando, neither of which had the correct soundsets. At first I didn't realize Desann didn't have his soundset, as I never play that model, but lo and behold I checked and he's set on Cultist1. Whose bright idea was that? Anyway, the author brought all of the sounds from Jedi Outcast and gave them back to Desann so now he can sound like his old self again. Lando has also received his sounds, as well as the Chiss and Galak. Some other tweaks were made to some soundsets, including rearranged taunt/anger sounds, and some specialized sounds for the different single-player species classes. The author has given the rodian male the rodian soundset, and the Kel Dor male the gran soundset. The Twi'lek female has been given Jan's soundset, and the Zabrak has been given some soundset I don't recognize, but immediately knew I would enjoy. Very edgey. The author did give credit to the voice actress, though I do find myself wondering where these sounds came from as I don't recognize them in the slightest. There are a bunch of other goodies here, but I'll leave it to you guys to look them up in the read-me. This pack is designed to enhance normal gameplay by putting sounds where they should be and were left out. Personally I'm all for it, as there has been no real strange rearrangement here. I'd suggest this download to anyone who uses these models which were shafted on their sounds, as you can now fully enjoy them with the appropriate sounds. ~Inyri
Superbot Bot Pack
They use just base JKA models, which is a shame, it would be cool if they had been reskinned a bit to show that they are special, but oh well. Give it a download and see what you think :) ~Nozyspy~
Hockey Stick
cortosis, to stop the lightsaber just cutting through it! :D It also makes a cool sound when you hit someone with it, and also, it knocks them straight across the room! Hehe a cool mod here, why not give it a download and see what you think :) ~Nozyspy~
Mini NPC\'s
proper sized?) is probably the coolest, especially when your dueling him :) They are also really, really, freaky, especially the mini Jawas, and the super mini Rancor. Those Jawas are scary especially when they're running towards you with a saber that's like a zillion times bigger than they are, they're like…tiny, and they run sooo fast, really creepy :P This is a really fun mod to play around with, making squads of mini stormtroopers to use as target practice is fun >: ) hehe, well worth a download :) ~Nozyspy~
Serenity Mod
First impressions are... it\'s very pink, but fortunately Rink is feeling very Pink today :D. The menus are solid and well put together, it looks nice and certainly looks like it took alot of work. Next are the loading screens and the startup screen, they basically consist of a picture of 2 ewoks, very well put together, clean and effective. The ingame stuff is great, the HUD is cool, just not my style but I LOVE THE CROSSHAIR, although I\'m not planning on using all of the mod, I will definitely use that crosshair, it\'s awesome. There is also some new duel music, which is the main star wars theme (y\'know the yellow text coming down at the beginning of the movie theme lol). Overall a cool mod that is worth checking out, good job. -Rink
M.C.Hammer taunt mod
this\' by MC hammer. Original and can be clearly heard. I recommend this if you\'re sick of Jaden\'s taunt, or if you like MC hammer\'s song. -Rink
Movie Star Siege
a look at the models in multiplayer. If you\'ve lost me, don\'t worry. This is, as the name suggests, a Siege mod which basically replaces old siege classes/characters with more prominent ones such as darth vader. Whilst the models/skins are not on review here, as they are from other author\'s, the mod itself has proved extremely hard to get a good look at, so I\'m going to direct you to the readme for any indepth information. However from what I did manage to try, this mod seems to work perfectly fine, and although it\'s not particularly inspiring, if you wanted to play as Darth in Siege, well, this is for you. The Han Solo models/skins aren\'t as high quality as the Darth Vader, by Mars Marshall, but it has the general appearence of him. So yeah, If you\'re a siege player (which I confess I have only played once ) and you want a new character, have a look. Oh, all the skins/models here are available in multiplayer as well as siege, so If you have the individual pk3 files for these models, you will need to remove them :) ~Szico VII~
TLA Music Mod
little new. ~AmosMagee
MJC Music Mod
to a techno flavored instrumental piece. It\'s a nice variety and I recommend the download. You\'re likely to find something you like here. ~AmosMagee
Evanescence Duel Music
duel to it over and over and over and over and over again. But for those who can - enjoy! ~AmosMagee
Star Wars Saga Saber Sounds
too loud and don\'t feel like they fit in the game very well. There were some saber block sounds like in the \"Sith\" pack that also grated on my nerves. Other than that, they sound ... exactly ... the ... same. Only way for you to find out though, is to download this and try it yourself. ~AmosMagee
Ultra Guns
JK3. ~AmosMagee
you\'re new to Lugormod and you\'re not sure exactly what it does? I believe I\'ve explained it all before in a previous review, It\'s good and all but it\'s \'work things out for yourself\' kinda thing, you can basically do anything with the mod, ranging from FFA to Role Playing. Things like \'King\' and admins being able to spawn things etc. Bot\'s are more intelligent, ask YOU to duel and saying.. strange things. You have to try it before you judge it, but I recommend if you\'re going to play it, to play it on a Lugormod server first to see how it works etc. Without a explanation I probably didn't find half the stuff it can do. So what's new in this version? [QUOTE]* fixed so that admins don\'t have admin cloak in team games. * added a new game type that I call Battle Ground (for now) * severing duels can be disabled with a g_privateDuel flag. * added the chicken rule (for not accepting duels). It can be disabled with a g_privateDuel flag. * you can now score (persistant) points from bots (if you have less than 10) * added level based force powers and force regen time * added a check to disable invisible model parts (siege_model) * enabled holocron ffa game type * fixed a bug with the jet-packs in siege * fixed a bug that triggered an assertion (saber locks) * added a cvar for shield generators * fixed some minor bugs. * fixed some really annoying memory leaks. * fixed a problem with the spawner command. * turrets that target armed no longer target players with the tele gun.[/QUOTE] I wasn\'t too excited, although I am anticipating version one ;). -Rink Oh and the Windows, Mac and Linux versions are all in this .zip file this time. :)
Final Fantasy VII Advent Children Weapons
first I was skeptical as to how accurate or detailed a mod like this could be could be. Boy was I wrong. Each and every weapon is finely crafted as accuratly as the author could, using only a teaser trailer as source material! The short of it is this, Final Fantasy 7 was a groundbreaker in '97. Now, this next year, Squaresoft is releasing a sequel movie to the game that they are calling Final Fantasy 7: Advent Children. Currently only teatrical trailers exist, which is where the author got the screenshots and designs from. Lets review the lineup shall we? Here is a weapon that has been done over enough times to make me sick: the Buster Sword. In fact, I am sure that it has been done over in every game to use any sort of melee weapon of any kind. With each revision the author would forget the shine, not put the holes in the blade, forget one small detail or another. This revision has nothing wrong with it whatsoever. He even fine-tuned the wrap on the handle of the sword. Second we have Vincent's Alastor. Vincet was a rather dark, somewhat vampiric charachter in the original Final Fantasy 7, who weilded a wide variety of pistols. Given, the weapon does seem to fit Vincent's personality, even more so with the crackling lightning, but I do not know why the author protrayed it as a veapon of this particular charachter. Perhaps he has inside information on FF7:AC than the public does not? ;) The 4-Point Shuriken was the choice weapon of Yuffie, a ninja/thief. My only dispuite with it is that when throw, it spins on its axis instead of normally like a throwing star. The Masamune. The weapon of Sephiroth. Most likely, the most legendary and well-known bad guy in video game history. The Masamune can be weilded normally, using all three styles, or backwards. When weilded backwards, the game reverts to staff animations and movements. Now we hit three weapons that I am shady on. First we have the The Double Sword, a twin-bladed katana that can also be weilded backwards. The Velvet Nightmare is interesting, its a combonation of a small cutlass and a pistol, even though it does not fire with this mod. Though that would be something nive to see in later revisions. The Dual Hound also eludes me. It seemd to be a close-quarters melee weapon that does kinetic damage on impact. The author has cleverly adjusted the hit animation so that the each hit looks like a repeater grenade detonating. Finally, there is Cid's weapon, the Spear. This weapon isn't fancy, but its accurate, and a solid hitter. Much like Cid himself. Another small thing I noticed is the skin used to demonstrate in each screenshot. This skin, though just a reborn model, is also a charachter hinted to in the FF7:AC video. I would like to se it released as well as a full weapons modification pack later on. Hell, you could get away with making a full-blown mod out of this! Great Job! New Sounds: Yes New Models: Yes New Textures: Yes New Animations: No Known Bugs: None -Sared
NOT Theme Song
seamless transitions from one theme to the next. That alone is impressive. Not an easy thing to do. Anyway, this is nothing more than an mp3 of themes spliced together and then adopted by the NOT clan as their theme. ~AmosMagee
MP \"Player Skin Not Found\" Kyle Overwrite
that you don\'t have installed. I found that it was very useful when I connected to a CTF server and [b]everyone[/b] was using an unknown skin. This made things easier on my processor, and easier for me tactically, as I could spot an opposing team member a mile away. :) Well done IG-64, this is one mini-mod that is [i]staying[/i] in my base folder. Bot Support: No New Sounds: No Team Support: Yes Known Bugs: None -Sared
Lugor Mod (Win)
it. Do you have any idea how frustrating that is? Well, I did manage to find some info about the mod on their forums. This is a mod that will allow you to customize gameplay a bit and has some admin commands for controlling players in your server. You can make bots say whatever you want, you can throw a player in "jail", you can strip a player of all weapons, force, items ... everything, you can disallow voting from a certain player, you can disable pickups, there's something called "king" mode and a bunch of other stuff. Do I like this mod? Meh. It's difficult for me to give an opinion on multiplayer mods anymore. They all seem the same to me at this point. One big difference between this mod and the others is that there's a version for Mac/Linux. ~AmosMagee
PZ - Scherzo For Lightsabre And Orchestra
some Indiana Jones thrown together and put on this site. But it\'s not just a track from a CD. The author actually took the time to mix three clips together to make a unique music track that *gasp* actually loops well! The music doesn\'t just cut off at the end, or fade out like so many others do. It\'s an almost seamless transition back to the beginning of the song. I\'m quite impressed with what was done here. Not only was it done well, the music chosen is perfect for a duel and doesn\'t lose or gain too much tempo or whatever (hey, I\'m not a musician!). It\'s a good pace for a duel and stuff. Great work here and I\'m very much looking forward to hearing the music you\'re putting together for Sith-J-Cull\'s upcoming map (which I can\'t WAIT to review). :D ~AmosMagee
Some Guy\'s Sound Mod
Some sound a bit more primitive than what I\'m used to hearing - like, less refined or something. Some of the sounds though, I really like. Not enough to keep this in my base folder, but check it out, you might like \'em. ~AmosMagee
Punk Rock Duel Music
into that category. It\'s refreshing to finally hear some other genre of music for dueling. Well, I usually just listen to my own music when playing anyway, but for those who don\'t and would prefer something more like this (music from Good Charlotte, Trapt and Blink 182), you should totally download this file. My only complaint is that the track is not edited well. At the abrupt end of one song, the next suddenly begins. There is no transition. I understand though, that mixing music can be time-consuming and difficult to get just right. The only successful one I can think of is the music for the TMBJ map - and the music alone took the author 10 hours to complete. ~AmosMagee
JK2 Lightning
tea I would download it, but personally I think the JA Lightning effects are better. - Chrono
JA Menu Conversion
work re-coding parts of the game or creating a new character and so on, now modders include those with an artistic flare in the menu sense. Yes, this is a menu mod, one of those mods that require no C++ but can make the game appear very different. So what gets replaced this time? Various menu graphics changed to be in line with the second Star Wars movie. I liked the load-up screen, replaces that bloody annoying copyright pertaining to LucasArts. WE KNOW YOU OWN THE GAME DON\'T REMIND US! So yeah it\'s not gone but it\'s replaced :) The main menu screen is interesting, nice to see the manipulation of the central movie viewer - you see it through the roman numerals II now, very nice: however who\'s the green dude? Don\'t say Yoda otherwise he\'s looking pretty damn ill; looks like he has a severe case of bloatitis! The console also has an Episode II flashing background. As you get onto the \'Starting up\' screen you\'re greeted with another new screen; just my luck to forget this dudes name! I must get more caffeine today... There is also an included folder that changes that start-up screen, you know the one \"Install JA\", \"Play JA\" and so on. This also follows the second movie theme. -WadeV1589-
Link Sword Mod (v3.1)
ability to be used as a staff. It came with a shield also that I do not like at all because it is not textured. I liked the Master Sword mainly because it looked good . The problem with the shield is first it is untextured and it is also way too big. The Master Sword looks hot like it is on fire! The Diety sword also looks really cool. I think he just took the sabers from the original link skin and changed them a bit, but who knows. There is a version with blood and I didn\'t notice much of a difference I just think it emits blood :/. Overall this pack is interesting except for the fact that for some odd reason there is another weapon called Wolverine claws and they are just claws :/. They look really cool though! Good job Vouksh and you should know me from a previous time .[/quote] Unfortunately, it seems nothing has changed about this mod. I didn\'t test the no-blood versions of the swords, but I did notice that there was a bit of an error message coming up whenever I hit someone with one of the swords. \"WARNING: Re...\" Y\'know what? Just look at the second screenshot there. So the good thing about this mod is it takes these swords and makes them much more sword-like, and less like sabers. The sounds, to me, were a bit too harsh though. Or exaggerated. Or something. The author says that he made 3.1 to fix the untextured shield ... but ... um, he didn\'t. Also, is it just me or is the damage like way too high on these swords? I killed my bots often in just one hit. Jedi Archy made some comments on the 3.0 version and he made some very good points. I suggest the author go back and read his comment. It might help for version 3.2. :) ~AmosMagee
Sound Fix for PlasmaSkins
Jedi Academy came out. The skins this sound fix supports include Plasma, Plasmav2, Lady Vengeance, Twilek Vengeance, Hydro Amidala and Larasparx. That\'s about all this does. There are no screenshots to show, obviously and not much more I can say about this mod. :) So get it if you need it. ~AmosMagee
blood is very good. Some people fall in love with gore stuff like this then this mod might be that one mod that will make you die. When you strike a player it squirts some blood, but when its a true battle it's a bloodbath isn't that delightful! One thing I wish they could do is put new sounds on these things like every 5 kills have it say Monster Kill or something similar. I liked the quality, but when you have the blood mod for both mp and sp it can mess up the quality of graphics so watch out there, but nothing to worry about :). Overall this is great for gore people now if you pass out at the sight of blood then this is NOT for you :). If you love blood like some people that I know then this is perfect for you and when I say perfect I mean perfect! It just splatters all 8 pints (I believe) worth of blood splatters everywhere even on your shoes! The blood stays on the ground and gets all over the walls if you are close enough. Great job Snowgim this is great for anyone that likes blood in their game :). -XgamerX
could probably guess what this mod is all about, from the title and my little disclaimer. For those of you secure with your ... well ... if you don\'t need to um, compensate for anything, you would probably be best off trying out the original wang saber. It\'s about the same length and does about the same damage as a regular saber. It just happens to protrude from a certain area of the body. Ahem. And if you\'re looking for a bit of an upgrade, the wang saber+ is much, much bigger. When you turn your saber on, the whole room is affected. The glow is almost blinding. And after turning off the saber, it takes a while for the sabers to go down. *rolls eyes* Oh man, let the innuendos fly! Okay, so really, the extra big saber is like, way too big. Ridiculously big. But I suppose this\'ll make for some good crude jokes. Thankfully, there\'s nothing realistic about this saber - the name for it is all about the placement of the saber. *blushes* Anyway, download it and stuff. ~AmosMagee
OJP (Basic)
team had in mind for the mod. It changes many aspects of multiplayer gameplay, as well as smoothing out the way multiplayer mapping works (and touting that multiplayer mapping and singleplayer mapping are much more flexible - not to mention powerful cooperative modes are now possible). When I first read the readme and looked at this mod, I didn\'t know what I was getting into. But after checking out all the features when all 4 files are installed, I can safely say it\'s an excellent job. Find out why with the next few files ^_^. - Chrono
Matrix Duel Music
It is a very fast paced song with a lot of bass, synth, and some drums. It's a good song just to listen to for the heck of it. The song comes from the matrix, it is a very popular song that was used frequently in the first one. So if you really are into Matrix type music then download away! I like this type of duel music although it is not necessary to have, I thought it was a nice thing to listen to every once and a while. The duel music is up beat so it may get your adrenaline pumping oomph oomph oomph *Techno Style*. I came to the conclusion that [DJA]Nexus Dacre did a pretty good job on the song although all you have to do is convert it into a pk3 :). Nice job [DJA]Nexus Dacre it was a good thing to listen to and special thanks to {DC}Plague for letting me experiment the duel music on him :). -XgamerX
JK2 MP Character Sound Restorer
never had sounds to begin with.) What\'s that mean exactly? Well, now your old classic JK2 characters that were carried into JK3 no longer have to worry about screaming \"TAKE THAT!\" in typical boring fashion. More specifically: -Bespin Cop -Chiss -Desann(FINALLY...) -Galak -Jan -Jedi Trainer -Lando -Mon Mothma -Morgan -Rebel All those characters now have their voices back, although Galak seems to have his Exosuit voice rather than the regular voice. Sad, but since there wasn\'t much to work with, it happened. Unfortunately, this does not restore international voice sets. Sorry, gents :( Anyway, if you\'re like me, and want some JK2 pumped back into your game, you know what to do. - Averus Retruthan
Star Wars Chronicles Duels Pack 1
Fates' from Episode I and the Duel between Dooku, Anakin, Obi-Wan and finally Yoda from Episode II. For anyone not familiar with the Chronicles Mod you should check out their website, [url=http://www.swchroniclesmod.com]here[/url]. The first thing you see in any Single Player mod, is of course the menu screens and these are rather clever! Available from the 'Start New Game' option are the two duels, but what is clever is that the button for each duel, when moused over, is actually a small video of the duel itself! Not something that is hugely important to the gameplay, but it's a nice touch nonetheless! First off, let's have a look at: [b]Duel of the Fates.[/b] This is probably one of the most famous bits of any of the Star Wars films, not least because of that amazing 'hairs on the back of your neck' soundtrack by John Williams. Its also just an incredibly choreographed duel and is always enjoyable to watch. Here we get our chance to play as Obi-Wan and duel Darth Maul ourselves. Believe me, this is not easy, it takes skill and perseverance to complete these duels and I died several times on each. Out of the two though I would definitely say that Duel of the Fates is the most difficult, primarily because old Qui-Gon isn't really very helpful. :P That is one of the few issues I found with this mod; Qui-Gon often just stops behind pillars or sometimes just walks around casually while Darth Maul continues attacking you, which makes things rather more difficult. The cutscenes in both duels are fantastic however. They are on par, if not better than the cutscenes made for JKA by Raven and include characters that move their mouths and are lip synched to the speech and full sound from the movies, which adds a really nice level of realism to everything. The camera angles and character movements are also unbelievably similar to the actual shots the film, which is quite an accomplishment considering the limitations of JKA. The Duel of the Fates map is also very impressive and accurate to the film. Along with the excellent skins this rounded this half of the mod off nicely. It really does feel very cinematic! [b]Geonosis Duel[/b] This is of course the duel that was at the end of Episode 2 featuring Count Dooku, Anakin, Obi-Wan and Yoda. You start out as Obi Wan and fight until the scene where Dooku disarms Obi-Wan and Anakin saves him just in time before Dooku cuts poor Obi in half. You then switch over to controlling Anakin and then when Anakin gets his arm chopped off you finally get to play as Yoda! The cutscenes and character changes occur when you get Dooku's health down to a certain amount. Again the cutscenes are fantastic and contain full music and speech from the film along with lip synching characters. The thing I was impressed with most though is the map. It really does have a Geonosis feel and is the best recreation of the Geonosis duel area that I have ever seen. The sky outside especially looked fantastic; somehow the author of the map has been able to make the skybox sort of 'glowy'. There is a screenshot below where you can see what I mean, it's very difficult to describe since it doesn't look quite the same as the glow from a light. In any case I haven't a clue how it was done, although I would very much like to find out! As for bugs on this half of the mod, I only noticed one. It was however most bizarre... Instead of Padme appearing at the end and running into the hangar as she does in the film, it was actually a Stormtrooper. How this happened I have no idea, I also don't know whether this problem was unique to me, e.g. caused by a file conflict, but in any case the Padme model was replaced by a Stormtrooper. Weird, and a little amusing but nothing too serious! Overall; fantastic work here and well worth a download! Keep up the good work guys, I look forward to seeing Duel Pack 2! :D ~Nozyspy~ And now a message from the Chronicles Team: [quote] Star Wars Chronicles is a Jedi Academy Modification that is being developed by the Chronicles Team since August 17th 2007. The idea is creating singleplayer missions that resembles to the six movies of the saga, something that many dreamt and couldn't do so far. We count with a huge number of members that are working to provide you the best quality and pleasure. MovieBattles Team, responsible for creating the famous MovieBattles II modification is supporting us. In this Duel Pack Series we have planned to give the fans a taste of our work. The demo was about missions, this is how the duels will be in the full version. You will get to be Obi-Wan in Duel of The Fates and duel against Darth Maul with the help of Qui-Gon. All scenes are exactly as the original movies from the camera point of view to character animations as much as the engine allows us. It is of great importance to us that you feel like in the movie. Moreover in the Geonosis Duel, you will fight as 3 different characters including the little green guy, Yoda! The lightning effect of the Sith lord was supported by shaders to make it more realistic during cinematic's. The Duel might be hard for you new starters, but keep trying, Count Dooku is just another tinny. Both missions are beautifully scripted and mapped, you will surely want to play more after this experience. We are planning on a second duel pack that will most probably feature Battle Over Coruscant and Emperor's Throne Duel. So keep your heads up for the next update very soon.[/quote]
Star Wars Movie Duels - The Original Trilogy - Demo
and TFU. Well, this little mod takes care of that one! Welcome to Movie Duels - The Original Trilogy! Although this is just a demo consisting of a single level, the fight between Obi-Wan and Darth Vader from A New Hope, it's still quite a bit of fun. It's almost as well done as Movie Duels 2, however, I found that some of the animations are a bit weird. For example, when Vader gets knocked over in the last part of the level if you play as him. A big chunk of wall hits him, and he just stands there for a second, as if he is trying to decide whether or not he should fall over from it. I also had a bit of a problem with the fact that when playing as Darth Vader, I was able to pull Obi-Wan into the pit in the hangar in the first part of the fight, killing him with almost no work at all. In the second part, he jumped in himself! I literally hit him twice with my saber during the entire fight. Even so, it's best to keep in mind that this is just a demo. Anyway, I'm definitely looking forward to a full version of this mod. It is worth the download, if you can stand the .exe file format.
TFU Backhand Saber Animations
care! :) Sylver has swapped around a good deal of animation strings to match the backhanded lightsaber stance that Galak uses from TFU. He has also done this with single-player and MP bots in mind, and has also changed the animations for every other NPC that comes with the game. Thats a fair amount of work to his credit, but it didn't come out quite as polished as you might like. There are several clipping issues with the models, and don't expect to watch the SP cut scenes with any sort of sobriety (hey, I thought it looked funny okay?) Overall, a decent attempt at the backhand stance. Not the best I have seen so far, but good if you like seeing all the NPC's use that stance. -Sared Overall rating: three out of ten biscuits. New Sounds: Yes Bot Support: Yes New Effects: Yes
JamyzGenius First Choice Animations
animate characters. Due to this the animations we have are no where near as realistic as what they can do these days, so it's always good when someone goes and makes an animations mod to spruce up our game a bit. Here Jesus Fernandez Garcia brings us his latest animation compilation mod, which includes a multitude of new animations. As well as a new stances and animations for each of the saber styles, there are also new animations for; force push, force grip, force lightning, rolls, jumps and quite a few more besides! Personally I liked the new roll and jump animations, although they seemed a little too slow in their speed, the animations themselves looked more natural I think. Especially impressive though were the new saber stance animations, particularly the ones for the yellow stance, which was based off Count Dooku's sword salute as seen in Episode 2 just before be duels Yoda. The animation here looks really cool and it has been well done and it is great to see as opposed to the somewhat more sedate default animations. This animation is also the authors favourite, and I can see why! I imagine this will be the favoured animation and saber style of many players now! There is also a new 'death from above' attack animation for the yellow stance and also for the blue stance. Among the new force power animations, the new force lightning animation was probably my favourite, since it now looks like it is taking some effort to shoot those bolts of lightning from your fingertips! There are still some things to be improved though. As I said before, I feel the jump and roll animations are a little too slow and could do with speeding up a little. Also, if you jump a long distance, the somersault animation continues to loop whilst you are in mid air rather than stopping after the initial jump, which looks somewhat unrealistic. Other than that I think some of the animations could do with a little more tweaking, but nothing major. All in all a great animation mod here, one, which I hope, will get a lot of use from the community. So, if you guys like the look of this, be sure to give it a download! :D ~Nozyspy~
Double Helix v2.0
issues and perfected this mod. First off, here is the original review: [quote] Ever wanted one of those staff lightsaber's that split in the middle of the hilt, giving you a single saber in each hand, and then can re-connect back into a staff saber (kinda like the one Asajj Ventress has)? Well thanks to some scripting wizardry, now you can! The actual hilt is based off the 'Double Helix' saber prop by Parksabers.com and is a good representation, with both a staff and single version of the hilt available. The model looks cool and is well made and would make a good mod just on its own. The 'saber splitting' function however, is only available in single player. I presume this mod works in a similar way to the command you can use in MP to quickly switch between single, dual and staff sabers without having to go to the saber selection menu… and then die. So I imagine it should also be possible in multiplayer, but I could be wrong, this type of modding is not something I am that familiar with. Anyway, to use this in singleplayer you need to start a new game, and then when it comes to selecting the saber you start with, you need to select the staff version of the Helix hilt. [b]Don't forget to put the included autoexec.cfg in your base folder for this to work in singleplayer though![/b] Then, once you have started a new game, all you need to do is press the z key to switch to the dual sabers, and then the x key to re-connect the two sabers back into the saber staff! :D As I said above, this mod doesn't allow this function to be used in multiplayer, but both the staff and single hilts are available to use in MP. There is a bug here however. The staff version of the hilt does not appear to work properly in multiplayer; one saber blade emits from half way down the hilt, and the other sticks out of the hilt at right angles, which looks rather weird! I'm guessing this should be too difficult to fix though. One other thing is that no name appears in the saber selection menu for these hilts. It is just a blank space. These aren't mod-breaking problems, but they definitely things that need to be worked on for next time. Overall though, this is a very clever little mod here, one which I have not seen the likes of before. So, if you guys fancy trying out an innovative new mod with some cool new saber hilts to boot, be sure to give this a download! ~Nozyspy~[/quote] So, let's round up the issues that have been fixed in this new version; [*]Second blade no longer starts half way up the hilt on the staff saber version. [*]Issue fixed which caused one of the blades to appear out of the players crotch. [*]This mod now has multiplayer support, thanks to some clever scripting. You will need to be using the JA+ mod to be able to use the splittable saber script in multiplayer however. I think the changes that have been made have polished this mod up really well, and personally I couldn't find any more bugs with this. So if you were a fan of the original, be sure to download this new bug free version! :) ~Nozyspy~
New Black Saber - JAPlus V2
first place!) since you cannot have black light. Surely the idea of black light defies the laws of physics in some way?! Anyway, here we have a small mod which changes the black lightsaber blades available in the JA+ mod so that they now have a white core, instead of being solid black. Obviously of course you will need the JA+ mod in order to use this (and presumably the client side part of the JA+ mod too), and you need to put the .pk3 in your gamedata/japlus folder rather than your gamedata/base folder. Personally I prefer the idea of a white core with a black 'glow' to the full black saber blade variant, I just think it looks cooler, and also a bit more natural, considering this is how all the other colours of lightsaber blade look. I also think it is a nice monotone contrast between the black and the white. A small mod here, but one that I am sure plenty of people will like. Take a look at the screenies below, and if you like the look of this mod, be sure to give it a download! :) ~Nozyspy~
Sith Academy Mod
Player side of JKA. Basically this mod changes all the Jedi and light side characters into Imperials and Dark Jedi, and all the Dark Jedi and Imperial characters into Mercenaries and Rebel soldiers! A list of changes is included in the readme, along with a general description of the story behind the changes: [quote] Just Imagine: Desann fricking PWNd Kyle on Yavin, gained more strength and killed Luke Skywalker afterwards. He overtook the Academy, and at the moment he is training Siths in the Academy, not regarding the Rule of Two. Tavion (wich overlived, due to JKII :) ) betrayed her master, and is about to resurrect Marka Ragnos, to destroy her old master. A few of Desanns old Reborn were switching sides. At all that, you are coming to the Academy, in the Hope of becoming a Sith.[/quote] Along with the character changes, a red bladed lightsaber is now also available from the beginning of the game, so you can play as more of a Dark Jedi character, in keeping with the rest of the mod. I think this is a pretty cool idea, but I also think it really needs expanding into more of a total conversion mod, as just switching the characters around doesn't quite give this idea the depth and scope that it needs. Nevertheless, keep up the good work, and I hope you decide to expand this mod further! :) If you guys like the look of this mod, be sure to give it a download! ~Nozyspy~
Dyno Hud
and moved them to the middle, and connected them to create one big HUD. You'll notice that the author didn't really change the appearance at all. Although, he did remove the big design parts (Couldn't think of what to call them) around the actual HUD. Overall, this isn't a bad modification. If you're tired of having both of your HUD's at the far ends of your screen and want a change, this modification is for you. This is definitely worth a download if you enjoy HUD modifications. ~Syyrax
Spider Web v2
replaces force lightning) looks more like strands of spiders silk, rather than a web like texture being shot out, which is more what it looked like in v1. Personally I think this is an improvement over the previous version although I would agree with that Dretzel said in his previous review that this mod really needs a new EFX file to do the 'spider web' effect justice. Never the less this does look pretty cool, and I think this will work well with any Spiderman skins you guys may have! Give this a download if you like the look of it! :) ~Nozyspy~
fart joke. It changes the sounds of the Noghri and their weapons to various (and humorous) noises of flatulence. The end result is a whole bunch of gas-obsessed Noghri breaking wind and cracking jokes even in the heat of battle.[/quote] Here's what it really is: Basically this is one weak fart joke. It changes the sounds of the Noghri and their weapons to cliche juvenile, wholly unfunny noises of flatulence made solely through the author's mouth. The end result is a whole bunch of gas-obsessed Noghri with mixed youth/Noghri voices breaking wind and cracking stupid jokes even in the heat of battle. ⌐_⌐ I think I know why everyone avoided this file. I myself knew it couldn't be that great. I wasn't expecting THIS weak though. If you're going to try and be funny, you're seriously going to have to put a little more effort and not make all the noises yourself. Trust me, this wasn't a totally bad idea, as the Noghri's weaponry does seem reminiscent of ass-gas, but juvenile humor such as this requires precision and practice to make it be funny. I've already said too much =_= you want to hear what I'm talking about, look. It's PC/Mac compatible - Averus Retruthan
Kick Sabers
appears to work quite well. [b]NOTE, HOWEVER[/b] that this is Single Player only. If one were to install this mod and use it in MP, thou wouldst be stripped of BOTH kick AND throw! Truly, a warning for any who would dare test the modder's mettle, for you will gain nothing but lose everything =_=. ...at which point you just remove the--- SOUL FROM YOUR BODY AND OFFER IT UNTO ME. =_=; Yes, no one must never know the loophole... You've heard enough. MAKE YOUR CALL, ALREADY. - Averus Retruthan
Winter's Stances
them. [b]Blue:[/b] Ass-scratching Stance [b]Yellow:[/b] Yoshimitsu Pimpsmack Stance. [b]Red:[/b] Scissor Wedgie Removal Stance [b]Dual:[/b] Scratch-your-ass-with-saber Stance [b]Staff:[/b] I didn't change at all Stance Seriously, I'm not sure HOW the author thought these were even remotely cool or imposing. I mean yeah, the yellow stance looks kinda cool in a gentlemanly fashion but honestly, that doesn't save this stance pack from its hilarious fate. Insert Quarter and Try Again, or, submit bandwidth. Either works. - Averus Retruthan
Realistic Lightsaber Blades, Sounds and Force Lightning
look more movie like. This is one such mod, however, as well as improving the look of the saber blades to something more akin to the more 'pointy' blades in Episode 3, it also adds some new sound effects to the lightsaber as well as some improved force lightning effects. I especially liked the new saber sounds, they sound much stronger and more visceral and I think they are an improvement over the base JKA sounds. As for the force lightning effects, the lightning bolts themselves have been made bigger and thicker, as you can see in the screenshot below. I wouldn't particularly say they look better than the original lightning effects, but they are certainly not worse either. I would say, rather, that they are best used as an alternative version if you want a change from the base JKA force lightning effects. Personally I liked them, and I think I will keep this file in my base folder for a while, to have a change from the same old base JKA effects! All in all then a cool little mod here, if you want a change from the base JKA lightning effects, and the saber blade effects and sounds, then you will enjoy this mod. Give it a download if you like the look of it! :) ~Nozyspy~
Bearded Heads
pack offers a bearded version of each of the three heads available with the Human-Male Jaden. [b]Head 1: White, with brown hair.[/b] This one offers a brownish-gray mini-goatee with a downward handlebar-looking mustache. The overall quality is decent, but there is room for improvement. [b]Head 2: White, with blonde hair.[/b] This face offers a full chin with a bit of mustache, all seemingly close-cut. The hair color appears to be blonde, but it's hard to tell. The overall quality could be improved. [b]Head 3: Black, with matching hair.[/b] This one is the most simplistic of the group. There's a hint of stubble under the nose, and a small spike on the chin. This one has the best quality, in my opinion. Well, there you have it. Decent quality and a good idea, but there is one little problem: The author decided to include the entire Human-Male Jaden folder, when only the faces were really necessary. ~Crazy
Throwable Stuff
had to point that out. But yunz are here for the file review, no doubt. I found this file quite amusing. The concept is neat - throwable objects. But what made it amusing was Jose's [i]choice[/i] of objects. They range from several crates and a table, to a stone statue and even the Millenium Falcon! That one was the most fun. Better still, according to the readme, you mappers out there can use these in your maps. This is really neat for a map with a hangar bay or cargo area - now you can add more realism! Now, on the downside...As Jose mentioned in the readme, due to time contraints, some of the objetcs (like the Millenium Falcon) aren't properly clipped, so you can walk through the model. I was fine with that, although there was one other thing that bothered me. Apparently, these objects aren't meant to be destroyed, because when I threw them into pits, they just disappeared without exploding. If you do a version 2, definitely see what you can do about that. Well, there you have it. If you like playing solo and want things to throw around, or you want to make videos, or you want to have the coolest hangar bay map ever, download this! ~Dretzel
Excellent Saber Blades
by the file name, this is another episode III saber blade mod. I can't say if it's accurate or not, because I haven't seen the film in a long time. As with any saber blade mod, though, just take a look at the screenshots, and if you see what you like, download it. Nuff said! ~Dretzel
Star Wars Stances Animated For JA+
Fernandez Garcia has brought to us today, his Star Wars Stance pack. The first stance change you will notice is simply the standing position, you stand a lot straighter, kind of military style actually... I was expecting him to salute at any moment! personally I would prefer the standard stance, but this would be good if you were perhaps doing some kind of military rpg with some friends. The next one that I noticed was jumping, standing on the spot and jumping in the air has now been giving the 'rolling' jump animation that you would usually get when jumping forward, and now when jumping forward the animation seems to go faster than usual. He has also included two-hand lightning whilst weilding weapons, which I found to be a nice inclusion. The force push and pull also have been slightly edited, and new sounds added. However, whilst there is a few nice things in this pack, there is also an abundance of bugs in regards to the weapon stances, for example, with single saber blue style you dont even swing the saber at the enemies, it just jolts around your body as if your character is frozen, and when standing still it looks like your character has been frozen still whilst running. To be honest, most of the saber stances seem to be bugged and need work done on them, the only real thing I liked with them would be the spinning upper-cut in single red and yellow, which to be honest does look quite good. Most of the gun animations are the same, I noticed that the blaster pistol has been changed so your holding it more like a rifle now. As I said there are a few nice saber stances, for example the upper-cut attack, dual sabers standing animation, but work is definately needed on most of it. If your able to fix these bugs then I think I would be a nice pack indeed. I think the key is testing, make sure you do plenty of testing, and get some friends to check it to, that way all bugs can be fixed BEFORE the release. I'm unsure if this is your first attempt at stances, but if it is, then nice work for a first go, and I hope you can put together a v2.[/quote] Most of the bugs seem like they've been fixed, although I will name two things that I found. When I used melee mode in JA+, after punching when returning to a ready position, your torso spins around. Also, the new roll seems to move a little bit too fast. Maybe adjust that for a future release if you plan on one. Although I do admit, I loved the increased distance. Very amusing to roll down steps now. Want something new in your game? Here's a way to get it! ~Dretzel
Black Guns
been restored to its true colour, black! ;) Along with the E-11 other weapons colours have also been tweaked, including the Disruptor Rifle and DEMP-2, which are now a steely grey colour. The mod also includes new custom icons for these weapons. Overall I think this is a simple, but good idea. The E-11 certainly does look better, and the Disruptor Rifle is a more realistic colour along with the DEMP-2. There are a few problems however. In the readme it lists the Flechette Launcher as having been re-coloured as well, but when I tried it ingame it just looked the same as usual. Also the grey colouring for the Disruptor and the DEMP-2 does look a little flat. Personally I think it could do with some sections darkening or lightening, to give a bit more variation to the tone of the colour. Overall though a good little mod here if you want a change from the normal weapon colours on JKA. If you guys like the look of it, give it a download. :) ~Nozyspy~
Mystic Mod
head out with my T-21. Now, aside from my violent tendencies when it comes to magical mystical fantasticalness, we have a rather unique mod here. I can almost guarantee that no other mod does everything this mod does, and that may be good or it may be bad. First off: we have brighter sabers, as you can see from the screenshots. To be honest they seem way [i]too[/i] bright to me, and they come off as squarish and ugly. It just looks bad. Second off: It makes the console 'sublimely awesome'; MYSTICAL FANTASTICAL PYRAMIDS AND RUNES in your console, stealin' ur cheetz. You can see in the screenshots. Next, it makes 'loading screens mystical'. What this essentially means is that your splash screen and loading screens will be replaced with garish, pixelated screens rife with pyramids and runes. At least make the image quality enough to not have giant pixels staring out at me and laughing (Specifically on the text). Next it 'makes your shields burn'. I have no idea what this means considering that the shields in JA+ confuse me already. I can only think that touching shields burns. All in all, if you want a mystical, fantastical mod of miscellaneous effects, download this. ~Laam'inui
Saber Effects By Vandar
change to Master Vandar from KotOR. 2: A gizka will appear on you saber trail! ^^ 3: Ancient Magick symbols will appear on your sword trail. >:) 4: when you get damaged, your shield looks like a ball of FIRE! 5: slightly fatter sabers! for those of you who want sabers like corran horns or similar, i threw that in. 6?: and finally, an extra tidbit with a bit of history. I've gotten a lot of requests lately to make a 'white' saber color for my imperial knight skin. when I asked what color i should replace, he said: Blue! so, ther you have it Tw1ns P1l1ng, a blue over- wright sabermod, turning the blue to white! enjoy![/quote] Well, that about sums up the description. The saber blades that were actually changed now look [i]horrible[/i] to me, and most of the changes seem to scream out "LOOK AT ME! I'M ON DRUGS! HERE IS MY MOD TO PROVE IT!" Ok, maybe that's going too far, but still, they look crazy. Oh, and the shield effect is still the default. All I ask is... [b][i]WHY!?!?[/i][/b] ~Crazy
Harvey Two-Face and Extra
immediately that there was no hard division between the two faces, a true-to-life factor. The eye looks a little weird to me, but I guess that must mean the job was done =_,=. The suit here looks a lot more realistic, definitely suggesting some corroding. Unfortunately, I can't vouch for accuracy here, so I"ll leave that to you all.*didn't bother seeing the movie* The team skins represent Dent in his stay at Arkham(I'll assume that's an asylum or prison by the color of his attire,) whilst the red team attempts to portray the comic book version of Two-face. The only bug here was a mentioned one that carried on from the Smith model used, namely the left ear is normal when it shouldn't be. There's apparently an extra here that changes the stormtrooper into a SWAT Team member. Unfortunately, it just seems to be a desaturated stormtrooper with an icon and a not so great attempt to make the eye slits look like one large visor. Wouldn't say it's the best icing on the cake, but heck, maybe you'll enjoy it. Eat. Judge. Destroy. Bot Support:Aye NPC Support:Aye New Sounds: Aye Team Support:Aye - Averus Retruthan
Moog Chat Icon
purple and black bubble, featuring the word…Moog. To be quite honest, I haven't a clue what the word means, or if it is even a word. :P But ah well, I still think it looks cool anyway, and I would like to give the author a pat on the back for actually modding the chat bubble. Personally I think that is one small area of JKA that could do with a bit more creativity, perhaps a small icon of a keyboard, or a cartoon chat bubble, or something of the sort would be a cool little mod too. ;) Anyways, if you guys like the look of this, give it a download! ~Nozyspy~
Rosh to Desann
HATERS!!!![/quote] Basically, to clear up any illusions, it merely replaces him in the .npc files. Nothing more, nothing less. Judge. Sit. Click. Annihilate. - Averus Retruthan
Order Of The Jedi -- Yoda Demo
Featuring several new features in 2 new levels based from the movies. Play as Jedi Master Yoda and save your fellow Jedi Allies against the evil Count Dooku. Find the password and unlock it on the Password menu, to unlock a secret level.[/quote] Like it says, you play as Jedi Master Yoda and you fight Count Dooku to save your Jedi Allies (Obi-Wan and Anakin) When you begin the mission 'An Old Friend' it starts off with a 2-3 second movie of a republic gunship flying through geonosis. I had only two dislikes about this: 1) There was no sound. (2) It was a very low quality movie. But, it was only 2-3 seconds and so it doesn't matter too much. You then run through the landing platform and hear one of the two jedi dying. Count Dooku is there standing and you fight one another. After you kill him a short movie plays of him running into his ship. Then, you see him die on the floor in front of you (o_O) I then didn't know what to do. I started looking around trying to find out what happens next. I still had no luck and so I ran back to where I started from and saw a clone trooper and a republic gunship outside the platform. When you approach the clone trooper he tells you the password for the next level. I won't say what happens in the next level, as it is a secret :) I don't know what happens after you complete the secret level because I died every time. Also, there is a BLOCK command you can do with the saber, which seems to work.. sort of. You can parry their attacks by holding the BLOCK button and moving into the direction of their attack. It didn't work too well for me with Yoda, likely because of his height :P Cheats also seem to be disabled in the last level ( :( ) So, if you are interested in this modification or just want to recreate the battle of Episode II, give it a download! - Dommie
Hot Pink Sabers
worked for you or not. ~T89T
Black Sun Clan HUD
of the HUD is as the author states the coloured orb that holds the black sun logo. This orb has a shiny effect on it too which indicates theres always light wherever you go which helps fend off the evil beasts of the night. The Author has also tried a metallic effect but it was has been limited due to the fact theres only a tidbit of metal on the HUDs. The Main area of the HUD which holds your vitals and non-vitals is just coloured which is simple but effective. The Author states theres something wrong with the saber change icon from blue yellow red but i couldn't see any such problems as i cycled through the various HUDs. Overall a nice scenic HUD change which i'm sure the Black Sun Clan will like. //Rets
Grey Console
or for typing messages) to a flat grey colour. The default console is a moving starry background with the Star Wars logo on it, but the main background is a very dark blue colour, which means that black text is hardly readable. This changes the console to a flat grey colour, so now all colours including black are visible. There is a slight catch however, because now the green colour text is harder to make out. I would suggest maybe darkening the grey somewhat so that the contrast is higher between the colours (but not so much that you can no longer see the black text properly), because for some reason the green text seems to go all fuzzy and difficult to read when placed on a light grey background. And no it's not just my eyes. :P Overall though a simple but useful little mod here, you can see the results yourself from the screenshot below, so if you like the look of this and think you would find it useful, give it a download! :) ~Nozyspy~
KOTOR Stances
Republic. Well, first, I'll redirect you to [file="91004"]Nozy's original review of this file[/file], then... well, highlighting what's changed between the two versions is tricky, as the change log wasn't so specific. And then... well, I can't really round off with a summation of the changes, since the changelog didn't specify exactly what had been altered between versions and I can't spare half an hour right now in order to closely examine each and every animation compared to the previous release, sorry. Beat in mind that like all animation mods, you can only have one active at one time, and attempting to have more than one causes the others to simply not work. Richard would probably also throttle me if I didn't slap a big "DON'T TRY TO USE THIS WITH OJP!!!!" sticker across this review, because like any custom animation mod it will bugger up OJP's saber system, so the OJP community have been warned as well. ~ Kouen
No Shield SP Mod
Star Wars Movie Duels
admitting powerful opposing forces. This mod is dedicated solely for Single Player purposes, built for those waves upon waves of masses who want to jump in on the key critical prequel battles. Yes, that's right, prequel battles only. Rather despairing for those of us who would have wanted to take on the beastly form of Vader that isn't a total pansy boy. However, I digress; ONWARD TO THE BEEF =_=! First off, it's time to point the bony finger at the technical issues. First off, practically in every campaign sequence, there's a bit of a saber issue: If you cycle to one particular blue stance, whose name evades me, it locks up your stance cycle choices, pretty much =_=. This may make it a little difficult to fight in some already difficult fights =_=+ A small issue with the hud seems to be that the right saber indicator's "MD" is backwards, but that's easily ignored. One final bug to mention: Quicksaving is not exactly a good thing to do for immersion purposes. Why? Well, when it loads, the model you're playing as will usually screw up unmercifully. Worst instance being in Dooku's. Trust me =_= Now then, for the actual synopsis and destructive force of this mod. First off, know that this mod is actually presents you with a number of well-scripted and pretty well choreographed battle sequences, complete with clips from the actual movies. The scenes vary in quality and length, depending on what player you play as. That's right, you have the CHOICE to pick between one party over the other. Which character you play will change the scenario to a varying degree. Each scenario contains a bonus mission that you can use to mix things up with >_>! Behold, the options available to you. Each mission has an Easy, Medium, and Hard setting, which you can view how they affect your battle. For the sake of brevity, I will be referring to the campaign sequences broadly, so as not to spoil the fun, and save my wrists =_= [b]Episode I[/b] [i]Outskirts of Tatooine -[/i]This is a decent recreation of the battle between Maul and Qui Gon out in the desert. This one is a little different in the fact that you'll not actually engage your quarry immediately. In both Maul and Qui-Gon's case, you have to go through a varying amount of Tuskens. Qui-gon sadly has to tote a kid along, albeit he's not much of a liability. Personally, I found this battle to be a little lopsided in difficulty =_,= if you don't play fair. For kicks, I decided to fight Qui-gon with Maul on his trademark speeder. Suffice to say, it was quite amusing to watch him perish. Qui-gon actually got the short end of the stick, because he doesn't have many force powers to defend with. Suffice to say, the bonus mission was a rather amusing twist. [b]Episode II[/b] [i]Encounter with Count Dooku -[/i]Probably one of the best in the bunch next to the Battle of the Heroes campaign that will be explained shortly. This battle is a relatively accurate battle recreation of the final Episode II lightsaber battle between Anakin, Obiwan, and Yoda, as they take on the malevolently awesome Christopher Lee.....you know him as Count Dooku =_=. Anyway, the only oddity I noticed was some of the lousy repetitive combat action in the cinematic sequences. Otherwise, it's near gold, in terms of accuracy. You'll not be disappointed, except perhaps in the bonus mission, I suppose. Didn't feel very inspired, but I digress. Allow me to preface by saying that Episode III was sadly the most fleshed out one. This is understandable, seeing as there were more battles, but something tells me more could have been added to the other two (bare minimum being Duel of the Fates.) [b]Episode III[/b] [i]Rescue Over Coruscant -[/i]The classic battle aboard the invisible hand. A well-scripted and effectively used scene. At this point, there wasn't much worth noting other than the hefty length: be prepared for some serious hardship when in combat, no matter what side you're on. The bonus mission is an interesting new spin on what could have occurred aboard the Invisible Hand. You would be wise to take a look. Short as it is, it's still amusing to think about. [i]Engaging General Grievous -[/i] To preface, yes, you will be going up against all four of Grievous's arms =_,= fear them well, or use them well. This battle I found to be rather amusing, particularly in scripting, as there were some interesting little surprises once the battle got underway =_=. Mid-battle cutscene sequences felt a little dry, but fine otherwise. My favorite sequence had to be the final electrostaff combat scene between the two. Nothing more amusing than going staff to staff =_,= unless of course, Grievous feels like taking potshots upon ye. Bonus mission is okay, albeit not great. [i]Battle of Heroes -[/i]Yes, the ones you EP3 fanchildren have been waiting for =_= *sighs* Suffice to say, this one was probably the most epic, both in scripting, mapping, and cinematics. This battle was pretty much the most impressive, and it took massive works. A rather impressive feat that I noted in the second half of the battle, whilst on the sinking lava machinery, there are bits of ash and lava in the air that hiss against your saber. A nice touch =_,= This one I noted had actual very large differing outcomes, depending on what character you fought as. Whilst playing as Obi Wan gave you the canon ending, an Anakin victory had you...well =_= I'll just let you fight for that. Bonus mission added an odd possibility to the mix of who could attack Anakin. I got exhausted and didn't play through it all, so you will have to find out what happens =_,= Done with all that? Well then, try out the CHALLENGE MODE! Yes =_= a ladder-esque combat sequence in which you can choose what character you fight as, and engage in a series of battles versus different characters, some of which you don't normally see fight =_=. Well, this has all been fun and all, but I've finally defeated the bulk of this mod's content =_= not literally, as midway, I decided to enable the convenient "god mode" button to help speed up the process, rather than get slain time and time again. This mod is quite challenging, and will probably give you great pride in defeating everything. I can safely say that the large file size is worth the epic battles you will have =_,=. BANDWIDTH TO ALL, FAR AND WIDE, OR ELSE I WILL REND YOUR SPINE ASUNDER FOR MAKING ME TYPE ALL THIS CRAP IN VAIN =_= - Averus Retruthan
Clone Wars Stances and Effects Mod
JA+, MBII, and OJP support. Now, about the stances themselves. I like the blue stance, which is basically the normal standing position, but with the saber pointed off to the side. Walking uses the same basic stance, but with the legs moving. Yellow holds the saber close, and red looks like it is trying to imitate a certain stance in Episode 2. Dual stance holds one saber forward and one up above, and finally, the staff stance holds the saber back behind the body. Walking stance for the staff looks like the upper half of the body uses the staff walking animation, but the legs use the duals walking animation. Walking stance for duals holds both sabers back, and learning forward, which I think is perfect for duals while running, but doesn't work so well while just walking... If that isn't enough for you, there's also an option to add in some new swings. I personally don't like these much, simply because while they looks kinda cool (though they suffer from the typical animation mod flaw of it not flowing like it should), they cause less hits to get in. However, I liked being able to do that spin attack that Palpatine uses. :p I'm not going to go into the specifics of the changes, but I will say that pretty much every attack is changed. The best way to tell how is to download it and try it yourselves! All in all, this is a good stance/animation mod. It could use a little work, but still worth at least trying out. I suggest giving it a download! Oh yeah, this mod also overwrites the base sabers also, so if you don't want the default ones changed, you'll need to edit the pk3 yourselves...
colors are fubared =_=. What I wasn't counting on was the rather perplexing textures and shader he tacked onto it @_@; The colors are more transparent, and basically, you get this whole rainbow color fluctuation as well. They fluctuate rather wildly, so it was hard to actually get good screenshots. Thankfully, timescale saved the day =_,= Honestly, I find it to be a more =_o *shrug* toy-like item than something you'd keep in your base forever, but who knows? Perhaps it appeases you, the reader, and it makes you want to throw your monitor out the window if you do not receive it. If so, I would highly advise a bandwidth appeasement rite, lest you end up having to pay for broken monitors and windows =_=. - Averus Retruthan
Blank Icon Images
presented with refabricated versions, further refabricated from another refabricated set. That's a lotta refabrication. ~ Kouen
upon what this did to T2_trip. Some of you might like this mess, but to me, it\'s just ugly. Have a go if you feel like subjecting yourself to a sad excuse for an acid trip. - Jose
RJA Npc-Pack 01
others. It\'s pretty much your basic NPC pack, so there\'s really nothing more to say about it! Give it a download if you want!
DNA Sabers
forensically inaccurate as procedurals get! Not to mention.... Did it again, huh? Okay. Well. That DNA shizzle is what this saber blade mod aims to look like. It does accomplish that goal to a degree, in that the helix pattern is present and noticable, but it\'s a little rough around the edges, if you get my drift. It\'s a nice blade mod, if not relatively simple, and it\'s definitely something different to all these \"OMFG-100%-MOVIE-ACCURATE!!!!231$1111\" blade mods we seem to get spammed with (ironically, none of them are ever going to be 100% accurate because the blades in the movies have all the consistency of- no, wait, that\'s too gross to say). So, it makes a nice change. Download it if you want some \"DNA\"-shaped saber blades. Personally I\'ll give it a miss, I use Supercrisis\' Helix Light Sabers blade mod which is much sleeker. But this one is nice too, so you should definitely check it out! ~ Kouen
Alternate Link Sounds
recorded from SSBB. They\'re all either far too quiet, far too distorted, or generally just far too low-quality for me to consider them worth using, but I\'m not you, am I? Give \'em a download if you want, just don\'t expect a whole lot. The game\'s background music and other ambient sound effects will likely drown these out entirely, which is a shame, really, because beyond the static it sounds like this would be a decent soundset for Link.[/quote]Also included with this version is a Wind Waker soundpack for the Young Link model. I wish I could say the quality is any better, but I can\'t. Most of the sound files are over-ridden by some \'pop\' sound, and the ones that aren\'t are awfully static and grind away at your eardrums. Actually, they sound kinda like they were recorded in a similar manner to me holding my 2-in-1 USB memory stick/MP3 player in front of the TV. Again, download if you want some new sounds for Link. Just be warned they may not be up to the spec you\'re hoping for. ~Kouen
Dark Forces II startupscreen (final)
me... [quote]Much unlike the previous version, we now get a mockup of the DF2 title screen added over a scenic background of the Valley Of The Jedi. However, that\'s all we get. The title bar has not been changed, nor have the buttons, which makes reading the text difficult. Download if it takes your fancy, but personally, I\'ll stick. ~Kouen[/quote] Now that we\'ve brought ourselves up to speed, I am to tell you what has changed. Well, the effect one sees upon pressing a button has been made more vibrant and the effect one sees upon bringing one of the many menu options under one\'s focused gaze has been altered to... well, some highlights around the corners. The text is still a bit difficult to read, though. And that, lads and lasses, is all. - Jose
Dark Forces II launcher
planet, a bryar pistol in the middle and two lightsabers with badly drawn blades, one on each side. What more can I say? Some might like it, but I personally will pass on custom startup screens... Give it a download if you want it. [/quote]Much unlike the previous version, we now get a mockup of the DF2 title screen added over a scenic background of the Valley Of The Jedi. However, that's all we get. The title bar has not been changed, nor have the buttons, which makes reading the text difficult. Download if it takes your fancy, but personally, I'll stick. ~Kouen
Dark Side perspective
characters become the 'bad' ones, but it also makes some other minor changes, such as only being able to choose a red bladed saber from the saber menu. To be honest, I personally wasn't thrilled with this mod. I've seen this sort of thing done before, multiple times. However, for those who still play the single player game, and want a slightly new experience, give it a download and have fun with it. I'll wait for another version with more features.[/quote] Hello new version with new features! What new features, you ask? Why, the choice to play as a cultist, and the ability to launch the game through a .bat file! Doing this execs some cfgs that screw up your settings... I was a bit annoyed that I had to set my video settings back up to the level they were before, not to mention resetting all my controls. It's funny, jump was unbound, and that's a bit important when playing this game... Oh yeah, a lot of the binds were changed to give you full force when you use them, pretty much making it so that you would have unlimited force. Of course, you have to enable cheats for that to work, since they are turned off by default when you start the game. To be honest, I'm still not thrilled. It's an improvement, yes, but still has quite a long way to go before it is your above average Dark Side mod...
Faster Weapons
like the games as they are, this won\'t be for you, but if you prefer them to be insane (and not in a particularly good way, but in an amusing and \"mebbe good for a few kicks\" way), you\'ll be interested. ~Kouen
Rebel Pilot NPC
model. That being said, they are average NPCs. Nothing to really talk about for them. If you want them, give it a download. If not, then don\'t. It\'s up to you.
Hello Kitty Chat Icons
specifics on how they look. All in all, these changes aren\'t for me. I never liked the whole Hello Kitty thing, and to be completely honest, for the longest time I didn\'t even know what the hell it was. But, others may enjoy this mod (If the Hello Kitty Doom3 flashlight was any indication), so give it a download if you like it!
Dark Side Perspective
characters become the \'bad\' ones, but it also makes some other minor changes, such as only being able to choose a red bladed saber from the saber menu. To be honest, I personally wasn\'t thrilled with this mod. I\'ve seen this sort of thing done before, multiple times. However, for those who still play the single player game, and want a slightly new experience, give it a download and have fun with it. I\'ll wait for another version with more features.
St. Patrick\'s Day CTF Mod
Jawa Icon Mod
Mets vs. Phillies CTF Mod
tell what team they are on! As you can tell by the title and readme, it changes the teams to Mets vs. Phillies. The quality is the same as the last flag mod I saw, where the logo was just slapped onto a solid background for the flag. Ah well, if this floats your boat, give it a download!
Modified Saber Lengths
mod, has! This mod will change the length off all staff sabers in the default game to 40. Included are mods that do the same thing for sabers found in the JA+ pack and Revan Dark\'s Darth Maul staff. And that is simply that! Give it a download if you want what this mod offers!
only four different skins, but 31 npcs of various jawas. Why, I have no idea. But here they are. And they look bad. We have the \"medic\" jawa, which is your standard jawa with some gray paintbucketed flap and Paint-style airbrushed red lines, there\'s the \"thief\" jawa, which is simply black, there\'s the \"savage\" jawa, which you all probably know and then there\'s the \"wild\" jawa, which is the worst of the lot. It\'s got various colors simply scribbled all over it with no thought to form. There\'s also an extra .pk3 with a white saber blade (replaces the purple blade and looks no better than the jawas) and an extra large staff saber. Why anyone would want this, I don\'t know. But if this strikes a chord of liking in you, who am I to stop you from getting it? - Jose [b]Bot support:[/b] Aye [b]Npc support:[/b] 31 [b]Team support:[/b] Yup [b]New sounds:[/b] No
Eastern Division Baseball CTF flags
baseball movie and even those can be counted on the digits of a single hand), I've no idea what teams these really belong to and what the relations between said teams are. Maybe they're appropriate, maybe they're not, that's for you to decide. So we have the Mets and Red Sox as the red team and Phillies and Yanks as the blue team. Can't have 'em all, so you gotta pick and choose. Happy capturing. - Jose
hostile npcs with jawas. And all of a sudden we have a mod that does just that. Every single hostile humanoid you'll ever meet on your jedi path (with the exception of Rosh) is now a jawa. There is, however, a bug that I found. Since the zip contains a readme for the jawa pack, I'm assuming that some npcs will show up as big white jawa-shaped blobs if you don't have it. Heck, if you find that massacring jawas for kicks is something for you, download it and enjoy. - Jose
WoW PVP CTF Flags
Okay, now with that out of the way, let me explain why that's in the least bit relevant - it's what these flags are based off. Blue team gets the Alliance's lion emblem, red team gets the Horde runic thingy which looks like the inspiration for TESIV: Oblivion's logo. The new flag models, FYI, are not part of the package deal, this is just a retexture of the default flags to have these logos instead of Rebel/Imperial. You know where the download link is. Decision's in your hands. If your personal preference leans towards Warcraft in general, or you just like the flags, then you may be interested in these. ~ Kouen
Mikkel's New Chat Icon
one that usually goes unnoticed, but if you think it strikes some of your fancies, I say have a go. - Jose
CTF Flag - Newfoundland
that until 1907, Newfoundland was actually a province of England - but it's true in the sense that the Dominion of Newfoundland flag was placed in usage when Newfoundland gained independence in 1907, but then was phased out for the provincial flag in 1934, when the Dominion of Newfoundland became the Canadian province of Newfoundland and Labrador. Canada sure likes to be confusing, eh? Anyway, it replaces the blue flag, plain and simple. So there's not much else to say except "O RLY Owl knows where you live!". ~ Kouen
Bright Mod
This mod basically includes two new skins for the CTF flags, new saber blades, and a pair of new reborn new skins. The skins are almost solid red and solid blue (not quite, but it seems that way). The faces and hands are almost solid green. Not sure why, but they are. Just keep in mind that the reborn new skins overwrites the original. The saber blades seem to just have more color on them and look a bit thicker as a result. ~Inyri
Stalax v0.0.8 DailyBuild
allows you to use the TLC programming language (never heard of it, but that doesn't mean much) instead of the default language the game was programmed in. I suspect it's not really what we're used to when it comes to coding for Jedi Academy, as it seems these changes are run by scripts separated from the regular game materials, but this potentially could make things easier for everyone. I thought I'd leave the videos he's linked to, to help give a better idea of what this mod can do: [quote]Guided Missile (With camera in it!) : Sourcecode : http://www.stalax.net/doku.php/downloads:serverscripts:guidedmissile http://youtube.com/watch?v=H4JB5yCgGOs Planting/Defusing a bomb : http://youtube.com/watch?v=BwQ1Zq1D7WI http://youtube.com/watch?v=Vh_QH5zXEXc Fly without wings........ : http://youtube.com/watch?v=yZE8EK8HGq0 Control a NPC, protect it, and make it come back to it's default position : http://youtube.com/watch?v=FiM84fXYfeE Making a client side plugin, with the LMenu feature, to limit the console usage Smile [url]http://youtube.com/watch?v=ApbuKKe16jw[/url][/quote]Coders/scripters give it a try! Remember to report any bugs you might find with this so the author can improve his work. ~Inyri
shade of ragnos (fix)
original multiplayer unknown map levelshot image, but different enough. Check the screenshot if you want to know what it\'ll look like. ~Inyri
Luke NPC & Sabers
Luke, maybe you want to get this to make it more challenging. The second PK3 makes four hilts accessible that weren't usable in MP in baseJKA: the reborn's, Kyle's, Luke's, and Desann's. Fairly straightforward, and the two bits are split apart so if you only want the hilts or only want the NPC you won't be stuck with the other half. ~Inyri
rainbow blur
except in screenshots because it\'s so faint. But if that doesn\'t bother you then have at it! See the screenshot to see how the effect looks in-game. ~Inyri
Half Visible Flags
SCREENSHOTS AND DECIDE IF BANDWIDTH IS NECESSARY >_>. - Averus Retruthan
Movie Battles II NPC Pack
Battles II, or you\'ll need to go download it. Most of the NPCs seem to have very similar stats, and I\'m still trying to figure out why Luke has Force lightning... But otherwise make sure to check the read-me for an idea of the NPCs included. ~Inyri
Best Clone NPC Pack v2
This will add a plethora of new NPC files for this model pack, so if you were disappointed that the original didn\'t come with NPCs or want to try out a new NPC pack for it, give this one a shot. Details on what NPCs are included are listed in the read-me file. ~Inyri[/QUOTE] This is the V2 of clone npc pack. If you want to try some more clone like npcs then this pack is for you. A list of all the npcs is included in the readme so give it a look. [i]Ayane Yamazaki[/i]
Hercules and Xena Skins
that it adds/replaces a whole bunch of skins with their Xena or Hercules counterparts. Don't ask me why Luke=Hercules or why the rebel pilot is now a Mon Mothma reskin that still has a man's voice... these details are beyond me. What I do know is that I apparently didn't watch Xena long enough to know who all these characters are, or what they're supposed to look like. I do know what Xena and Hercules are supposed to look like, though, and I can tell you right off the bat that no base assets model is going to be able to capture either of them... and I wasn't too far off. Most of the skins here actually are a little off, mostly because the faces are one notch down from blasphemy. It's like the author put a lot of effort into adding all this stuff, but very little into refining it. Most of the faces are not quite lined up -- a lot of the mouths don't match the mouth on the model, so when they talk they look silly -- and a lot of skin tones between meshes don't match. And don't even ask me why you would skin an arm texture over a poofy sleeve. That one I can't begin to fathom. Long story short, this needs a lot of work and a lot more attention before it's playable in an enjoyable fashion. As a big Xena fan myself, I'd love to see a great Xena skin. The one here only has a passing resemblance to Lucy Lawless, which is for me at least a big disappointment for what could be a very interesting mod, if the author would take the extra time, work out the kinks, and really place the appropriate emphasis on the details. The big picture is all good and fine, but without the details it's more of a sketch than a portrait. ~Inyri[/quote] Now let's start by saying that this looked interesting to me and though I was no fan of Hercules and Xena I do like however Greek mythology. First we'll talk about all the goodies in this mod. There are sabers, hilts, tons of skins to mix and match, weapon reskins, hotkeys assigned for both cheats and npcs. Also you have a very handy button for changing skins on the fly. And many npcs. Now let's discuss the material. Some of the skins look decent but the textures don't seem that great to me I don't know why but there is something funky about them. The clothes don't really look natural up close and the faces seem to have a bit of skin tone mismatch. The sabers were good but not really all that impressive. It comes with a few hilts and while some look good some just look like they were rushed and not fully completed. Now this pack also replaces the menus and loading screens with a collage of pictures from the characters of the shows but the menus just have a small pig with a red cape which doesn't really make any sense at all but ok. The Single player campaign was completely changed with the skins on this pack. There were some bugs, at the end there was this bug that maybe only happened to me, but when Tavion is possessed by Ragnos her body is changed to this untextured reborn looking thing. And the same happens when you kill her. Also at the end Kyle's replacement gets swallowed into the ground and Hercules which replaces Luke is also swallowed only to his hip so you see your character walking next to a legless Hercules and Kyle seems to be talking from under the concrete. Oh and the Mon Mothma reskin is still acting as a pilot which freaks you out when you hear such manly voice, but I guess it's funny though. The MP element is just standard, but with all the skins available including the Ragnos reskin which in my opinion is one of the best looking reskins in the pack, adds a bit of variety. Overall it's an original idea that fans will love given the options to select either mortals, gods, and demigods. It provides a great selection of outfits and for the male audience there are some provocative outfits included here. The one skin that I would say definitely needs it's own model is Medusa as the Twi'lek female doesn't really make justice to this specific character. I hope that the V3 is better, this is an improvement don't get me wrong I saw V1 but it still needs a lot more work, maybe some more texturing and make the skin tones match, and use shaders to help you out. So if you like Xena and Hercules or just Ancient Greek Mythology then this pack is for you just don't get your hopes up too much. [i]Lady_Trinity[/i]
Twisted Souls Community Start Up Screen
and stuff I get, but a clan launcher...? As a launcher it\'s kind of bland, mainly featuring text which is written in a font that I personally think is a little hard to read. The only images on the launcher are a couple of sabers placed right beneath the buttons, which make [i]them[/i] hard to read. The \'visit LucasArts.com\' link has been changed to direct to the clan\'s website. I guess the idea behind that was that they could advertise their clan, but I think that someone not in their clan would have to download it first and I don\'t know that I really see that happening. :p ~Inyri
MasterHill\'s Sabers Mk 2
and there is more of a glow.[/quote] There\'s nothing else to say, I couldn\'t see the difference but I don\'t usually notice things like saber shape. -WadeV1589-
Gungan Bomb 2.0
(which are kind of…weird). (>ZemmurkTrooper
Twilight Princess Master Sword
alive and kicking. As you no doubt have guessed, this is a reskin of potentially one of the best known fantasy swords in existence: the Master Sword from the Legend of Zelda series. There have been many renditions of this sword over the years, from the pixellated NES and SNES versions to some pretty cool 3d variants. This particular replica is meant to represent the Master Sword as seen in the 2006 game Twilight Princess. From what I\'ve been able to gather, the skin is relatively accurate. Not perfect, but more than passable. The actual [i]model[/i] is a little... ginormous, and not 100% accurate, but that\'s no fault of this author nor is it anything that can be changed through a skin. Not a bad replica. Using what was available, I\'d say it\'s pretty close to the original and would make a fine addition to any Legend of Zelda collection! ~Inyri
Jedi Academy Empire
and tears he's put into this mod on our behalf. For those of you who have never experienced JAE, I shall leave a short description, written by the author: [i]This mod was created initially for the Jedi Academy. The JAE Mod is a server-side only modification designed administrate a server with ease. It is loaded with Admin Commands, Client Commands, Server Options and cVars; Extremely modified to meet any clans and admins expectations. This is truly the only mod you will ever need to get that doesn't alter the normal game play of Jedi Knight: Jedi Academy®.[/i] All the features and commands are listed in the lengthy HTML read-me, so I won't go into detail on those. I will, however, list the changelog for you: [b]Version 1.02[/b]: [list][*]New CVar g_mAdminLoginControl allows specific settings for restricting the clients that are authorized to enter your server without the hassle of altering passwords all the time. Great for clan servers. [*]New Saber Damage Amplifier CVars - to fully adjust your saber combat to the extent it needs should you prefer a different feel to your server. [*]@ allows you to do admin chat directly from any chat mode. [*]Time can now be tracked during private duels.[/list] [b]Version 1.01[/b]: [list][*]Refactored some code having to do with the saber damage cvars. [*]Linux Makefile has been revamped to mirror the one originally created by Raven Software. Raven Makefile is also included with the source code. [*]Project has been upgraded to compile in Visual Studio 2005. VS 2002 and 2003 projects still exist. [*]Over 10 new bugfixes applied from authors in LucasForums. Author credit is commented in the code. [*]New emsit4, emsit5, and emsit6 emotes so you can sit proper in those chairs. That is a total of 20 emotes in all. [*]New g_mPSayMode CVar to control the location of the private chat messages. [*]New warning system based on the idea introduced by MultiPlayer Xtra mod. [*]Re-added g_mSaberDMGIdle and g_mSaberDMGThrow CVars to better control the saber system should it deviate from basejk. [*]New CVars g_mDuelTimer and g_mDuelTimerWait to control the waiting period a client needs to wait between another private duel. [*]New Cvar g_mBanFile to signify the name of the file you want to save the banned IP addresses in.[/list] [b]Version 1.00[/b]: [list][*]Source Code available via Subversion [*]Built off of the Jedi Academy Mod for Jedi Knight: Jedi Outcast. [*]New documentation rewritten and verified in XHTML 1.0 [*]Rank name automatically appended to names for chatting. [*]Admin levels use shared command names. [*]All new emotes [*]Custom chat colors [*]Fixed buffer overflow in amsay. [*]Completely refactored code base to increase speed and overall optimizations. [*]New commands !about, !license to view the terms of the software. [*]Fixed security issue with viewing the rconPassword using the mvstr command. [*]Windows binaries and Linux shared objects are packaged together.[/list] Lots of good features and updates for a mod that's already proven its worth in the community. Hopefully this will indeed be the last needed update for the Jedi Academy Empire mod! ~Inyri
when I loaded the game (see screenshot 2). This mod is composed of a bug, basically. It looks like the author had a good idea to work with, but apparently saw it in its bugged form and said "Hey, that looks neat" and left it. Not what [i]I[/i] would have done... but to each their own. So basically the saber is not rectangular and... well it's actually quite hard to describe, I find. Looks kind of weird to me, seeing as how I wouldn't normally want to go bashing someone over the head with a glowy white rectangle (I prefer sharp objects to blunt ones -- less messy). My advice? Go back and fix the bug and see what it really would have turned out to be. :) ~Inyri
Stargate Startup Screen
background. Those two things combined make the buttons hard to read, which is quite annoying if you don\'t know what they are in the first place. There are new sounds for the screen as well. They are quite long, though, and make me wonder why something like that would even be needed... Anyway, give this a download if you want to...
.Hack Hud
around a very interesting concept. The HUD itself seems like a fairly faithful replica of the original. There are some very minor inconsistencies when compared side by side, but it\'s nothing you would ever notice. The only issue I have with this HUD is that it absolutely lacks any indication of your saber style. Which may prove to be a big downside in some duels, especially if you want to surprise your opponent with a sudden uppercut, and you don\'t know if your using the strong or fast style without giving it away. Overall quite a nice HUD, and if you don\'t mind the lack of saber style bar, or a random face staring back at you, mocking you, laughing at your misery, then give this a download.[/quote]In this version the major update is the inclusion of the saber style indicator, which was originally missing. Just be warned that the blue style indicator is a little hard to see as it blends in with the blue background, but the style indicators are functional. There is also a second version of the HUD that includes a grey version of the blue bar -- there are no issues seeing the blue saber indicator here. A simple tutorial has also been added to let users know how to customize the HUD for their own personal use. Want to change the picture shown in the HUD? This is your chance! The author has also promised to provide assistance to those who are unable to follow the tutorial, so take him up on his offer if you need to. :) ~Inyri
Jedi Order HUD
and not all on it\'s own. No, this is more of a HUD pack. Based on a HUD from World of Warcraft (Or a mod for it, mebbe? I dunno, I don\'t play WoW), this places all the information you might need right around your player, with the exception of the ammo counter, which is at the bottom towards the right. There are six variations on the same HUD, three of which show the shields, and three of which do not. In the three of each type, there are variations on transparency. One fully visible, one with 50% visibility, and one with 50% visibility with 75% visible edges. It was nice, I guess, to have the choices, but it can be a bit annoying to have to choose between em all. :p The HUD is now changed so that there are two crescent shaped bars on each side of the player in third person view. On the left side, the crescent is split into armor (At the top) and health (At the bottom), with the counter at the top and bottom respectively. On the right side is the saber style at the top half of the crescent, and the force bar for the bottom half. There is no counter for the force bar, which can be a bit annoying at times. This HUD does not really work for first person view, and it can seem to get in the way at times even in third person view. However, it is done well enough. So... Give this a download if you like the looks of it!
Clan Mod
detail =_,= To begin, this is naturally an administration mod, definitely most powerful and most malevolent. [b]Here are some features you can do as a player:[/b] - Jetpack: Pretty basic stuff. Can be rid of as well - Every admin function you could do in JA+, minus telemark (that will most likely mean something to JA+ users..) - Grapple: While you won't be able to swing around and keep hung around like you could in JA+, I will say that this version of Grapple could be comparable to a Spiderman webslinging type of grapple. T'was quite fun to shoot across the map in such grace. - Multiple and pretty nice emotes - Drop your weapons(huzzah =_=) - Engage in four types of duels: Force Duel, Melee Duel (200 HP/fists), training duel(the only duel you can choose to end), and the regular old duel. - Change your chat color with /chatcolor /ignore people and more =_=! [b]Admins will get to do this:[/b] - Teleport - Slay - My favorite, Insult Silence: =_,= instead of being silenced, one gets to insult themselves, in whatever manner the server pre-defines. - Adding weather effects, map objects, and visual effects to the map in real time. and quite a lot more =_= Hopefully that list will have whetted your appetite slightly. If not, the roar clan has an online wiki manual that can be reached in the tools section of the clanmod folder. Overall, this mod is not one to be passed up. It has so much one could do, and there's virtually no competition between this and JA+. I would say that this mod will undoubtedly become a hit, should anyone choose to make the change. The power is nothing short of malevolent, and honestly, if my rambling hasn't convinced you, perhaps the screenshots will. SUBMIT BANDWIDTH IMMEDIATELY! =_= *destroys planets* - Averus Retruthan
MBII Stance MOD
idle looks like. Simply put, this changes all 3 saber stances to a standing idly animation, saber down at your side, which, to your disadvantage, would easily kill the combat initiative of knowing what stance your opponent would be using. However, this was targeted for a specific audience, so that is acceptable. For the record, I would read the readme, as the author has specific instructions. Know that he hasn\'t tested the mod on your beloved JA+ ._. so beware. Don\'t care about stance advantage and just prefer to stand calmly in battle? Personally, I wouldn\'t mind it if it were just me, but I\'d prefer to be the only one. Regardless, if the idea doesn\'t bother you, THEN SUBMIT BANDWIDTH - Averus Retruthan
[file=\"53471\"]Clones Ultima[/file]. The NPC\'s are pretty simple, all following the same basic format with very little to no boosting of stats. You will need the original files to use these NPCs, so check the read-me if you\'re missing any of them. ~Inyri
Hercules & Xena Skin Pack
adds/replaces a whole bunch of skins with their Xena or Hercules counterparts. Don't ask me why Luke=Hercules or why the rebel pilot is now a Mon Mothma reskin that still has a man's voice... these details are beyond me. What I do know is that I apparently didn't watch Xena long enough to know who all these characters are, or what they're supposed to look like. I do know what Xena and Hercules are supposed to look like, though, and I can tell you right off the bat that no base assets model is going to be able to capture either of them... and I wasn't too far off. Most of the skins here actually are a little off, mostly because the faces are one notch down from blasphemy. It's like the author put a [i]lot[/i] of effort into [i]adding[/i] all this stuff, but very little into [i]refining[/i] it. Most of the faces are not quite lined up -- a lot of the mouths don't match the mouth on the model, so when they talk they look silly -- and a lot of skin tones between meshes don't match. And don't even ask me why you would skin an arm texture over a poofy sleeve. [i]That[/i] one I can't begin to fathom. Long story short, this needs a lot of work and a lot more attention before it's playable in an enjoyable fashion. As a big Xena fan myself, I'd love to see a great Xena skin. The one here only has a passing resemblance to Lucy Lawless, which is for me at least a big disappointment for what could be a very interesting mod, if the author would take the extra time, work out the kinks, and really place the appropriate emphasis on the details. The big picture is all good and fine, but without the details it's more of a sketch than a portrait. ~Inyri
E3M8 Duel Music
to [i]me[/i] I can see how people would heartily disagree with me. The name of the song is Spider Mastermind, and you can find the original version [url=\"http://hellonearthsound.altervista.org/media.php?artistname=neurological&id=media\"]here[/url]. I do hate duel music mods, though, because it\'s impossible to review them. People will either like it or they won\'t like it, and there\'s not much to say about its compilation... since it\'s just an MP3. Ryojin [i]did[/i] apparently modify it so it loops a little nicer, so that\'s a pleasant surprise. Give it a try if you\'re a fan of the Doom series. ~Inyri
Complete Species Pack
section to increase the ability to mix and match clothing options. However, I noted two major things: - Most models don't have the label applied to them. - Some of the options are mixed up Better yet, this has only two pk3s, so you can only customize certain ones because the engine doesn't support all the models. So, might be a little conflict if you only use conflicting halves. HOWEVER, it is possible to simply put both in and try and figure out what ones are what XD. Honestly, m'lady, I don't think it was necessary to put EVERY SINGLE MODEL into the species section, but rather certain ones with custom additions that aren't easily reachable would have sufficed. However, I'd rather not argue against this idea given that it seemed insane in the first place O_o. Oh well. Maybe it may appeal to you masses. I know I only use the brown cultist model, and I know how to get to that one in a heartbeat. Bored? I know Lady Forge was ¬_¬. Give it a bandwidth nibble, and see if it could be of any use to you. - Averus Retruthan
RPG Reborn - HUD
solid-looking, and turns the blue background of the remaining part to a silver/gray color. It makes the HUD smaller, less in-the-way, an overall improvement in my opinion. But, you guys should go and try it out for yourselves. Give it a download. Oh yeah, and here's a little note to the author: Please submit your screenshots in the proper format, or they will most likely not get uploaded. However, since I was feeling nice, I took a replacement screenshot to put up with the file.
Backhand Lightsabers
picked wisely. :p And so, here is a nice little set of lightsabers from HOUOU. Anyone who played the console EPIII video game will instantly recognize this funky backhand fighting style. And this is basically all the mod does, the author made a rather simple (but neat looking) hilt to go with his backhand lightsaber, called sniper. There are three pk3s included, a regular version of his sniper hilt, a backhand version, and a backhand Katarn hilt. There are some major issues with multiplayer, as the game seems to crash when trying it out with all pk3s in your base folder (solo mode worked perfectly fine). The solution would be to pick one, and stick with it, or not use them in MP... After all, I doubt any server would simply allow exploits like that, but if you find one, enjoy. ~Metall Pingwin
Gray Icon Replacments
species head icons have been changed. Rather than the ugly ones with the gray backgrounds we now have icons that match the style of the rest of the multiplayer model icons. Don't know what I mean? Check the screenshots. This should be great for people who use the Jaden species in multiplayer and want to feel more like a regular Joe! ~Inyri
Mc\'s Hud Pack
look \"cooler\" as the author put it. Each one looks a little more ghostly, if you ask Averus. However, not much was done to the tick marks or anything of that nature, so the change was very small. It comes in the following colors: - Blue - Green - Greyish Red - Pink - Red Perhaps not enough variety to appease all crowds, but who knows? Regardless, I think this pack is simple, yet efficient in its own way. Great news as well: This will work for JA+ users. I personally will be using this just because I know it works XD. LEECH BANDWIDTH, MASSES, AND CHANGE YOUR FILTHY UNWORTHY HUDS =_=. - Averus Retruthan
Cool Saberz
new blades are not blurred at all it makes the edge of the blade much sharper (especially noticeable during swings). ~Inyri
New fast anim
onto the review! This is a little mod that changes animations. First off, the animations for blue/fast style have been changed to yellow/medium style. The blue lunge attack has been changed to look like Alora\'s saber throw attack. The idle stance for blue has been changed to holding the saber like red/slow style, but with the saber held back a bit more. The rolls have been changed as well. The forward roll has been changed to a sort of dive roll forward, and the side rolls have been changed to cartwheels. Lastly, the walk animation has been changed to the JK2 walk animation. So, all in all, not a bad little mod. I know that I like it, but unfortunately will not be able to keep it because of conflicting mods in my base folder. :p Give it a download!
JK2 Animations
and running stances from JK2 better than the ones in JK3? I know I personally do. The file I have here is a mod to change the idle, walking, and running stances to the ones in JK2. It does not change any of the actual stances while the lightsaber is on and the player is not moving, however. Also included is support for JA+ for those of you who use it. Give this a download if it sounds good to you. [/quote] So what\'s new? Well, that depends on which of the 6 included pk3s you use. There\'s the Version1Fix pk3s and the Version2 pk3s. For version 1 fix, all that\'s new is an error where when the character\'s legs aren\'t on the same level, it will still use the JK2 stance for the upper body. For version 2, apparently the legs will not bother re-elevating themselves on uneven ground. For both, from what I could tell, the wall run animations have been changed to the JK2 versions of them. Included is support for BaseJKA, JA+, and OJP for both versions of this file. Give it a download if you liked the JK2 Animations.
Thinner Lightsabers
see that that was the case, although I conceed that the bulge is indeed [i]much[/i] smaller. However as I may have some mods still conflicting (I\'m pretty sure I don\'t, but it\'s not out of the realm of possibility) I recommend anyone who\'s been looking for a mod to do that check it out. As for the blade [i]thinning[/i] they\'re a little too thin for my tastes. Well no even that, it\'s just that they look like they\'re [i]smushed[/i], like someone pressed them in a book or something. I suppose if it works for flowers... In any case, they\'re thinner, and the bulge has been reduced (if not completely removed). Give \'em a try if you\'re looking for a basic blade tweak! ~Inyri
Renegade HUD
when I start up my game, I do get a surprise! It turns out to not be a HUD mod at all, but instead a console image mod. All this does is remove the stars from the JA console, and changes the background to an image of a penguin. Yes, you read right, a penguin. Why? I am not entirely sure. So... Uhhh... Give it a download if you like penguins.
Apollyon Stances & Animations
Blasphemously idle and irritating to Averus. - Backroll was a typical backflip. Nothing too showy. I had a mod similar to that, but it had side rolls as well, which this one lacked. - Blue stance was the most amusing, because it seems like the player was about to swing wildly whilst screaming: \"OH JESUS DON\'T HURT ME >_
Movie Lightsabers
basically another saber mod. This one makes your saber tips to be like the ones in episode three. But since the saber tips generally change during the movie, there isn\'t much of a point. But still, it\'s not too a bad thing to try. The author has changed the tips on the saber, as well as fiddling with the saber trail, along with a few other things, like the clash effects. It doesn\'t really matter to me, but it might to other people. I must make a side note concerning screenshots. Make them big, so people can see what they are. Don\'t make them tiny, like the ones that are provided, which were too small to upload (i.e the system rejected them), and resizing them would take what small quality there was and kick it in the shins.[/quote][b]Changes[/b]:[list][*]blades slant inwards at tip[*]no steam upon impact[*]new saber flare[*]no marks on people upon impact[*]blades are thinner[/list]~Inyri
Electric HUD
also a console image mod. I load up my game, open the console, and see the normal JA console. I then realize that I forgot to put the mod in my base folder, and immediately felt stupid. :p Once things were in place, I found that the console was indeed different. The background looked good enough, but the moving image in the front bugged me. Why? The edges of the image didn't blend together, so it had a hard line scrolling around the console. But, it did fit the electric theme, so it is not that bad. As for the hud itself... The part behind the bars that show the various amounts (such as health, ammo, armor, etc) seems to be little (if any) different. The bars themselves seem like they have had a pattern blended into em, and possibly a slight color change.The rest of it looks similar to a red and black hud I once saw (Might be one of the two that the author based their hud on.) but it is a blue color, like almost everything else, and of course resembles electricity. So my final thoughts on it? I thought it was all decently done, though the moving image in the console bugged me. If it weren't for that and the fact that I do not really care for the shade of blue that is used in a lot of it, I might have kept this hud. But don't let that stop you guys from enjoying it. Give it a download if this is your thing.
Asian Stances
supposed to be Asian themed. Now, I may not have a huge knowledge of Asian stances, but the only one that seems to fit is the blue stance, with the saber held pointing straight out. Yellow stance is close to the normal stance, except with this it looks like the holder is breathing deeply. Red stance holds the saber off to the side, horizontally. This mod also changes the running animation to not move the hand with the saber as much when running forward. A nice little mod, I say. But don\'t take my word for it. Give it a download and see for yourselves. [/quote] Now why does that matter now? Because I have for you all the JK3 version of it! There are some differences, though. The red stance is slightly different, and there were no changes to the original JK3 walking animations. Also included is a version that is compatible with JAPlus. Give it a download if this sounds good to you.
JKA Graphic Patch
portray dream sequences as bright and kind of blurry? That\'s kind of what this mod does, but only to Bespin-themed maps. In the words of the author, \"I\'m bored of dumb textures.\" I hate to break it to him, but he has not changed the texture at all, so they\'re just as \"dumb\" as before. I\'m not quite certain why he thinks they\'re dumb, though, but I don\'t think adding a glow is really a good way to enhance game play. Personally I think it looks a little unnatural, and definitely makes everything look blurry. It actually started to hurt my eyes after a while. However there are always those of you who like anything shiny or glowy, so for those people this mod\'ll probably be a good thing. Give it a download if you\'re into glowyness. ~Inyri
JK3 Text Mod
My one objective complaint about this mod is that it doesn't change enough. It changes a few strings here and there, such as the previously cited string, but it doesn't change a lot of things that it could, making the mod ever so slightly boring. But, should you want a few sporadically changed strings here and there, give it a try and see what it changes. At such a small download size, you won't have lost much if you decide you don't like it. ~Inyri
an upgrade for the sniper scope which adds a red crosshair in the middle for more accurate aiming. Out of the 9 crosshairs, only a few I found I liked much. But each of them were a solid green, which took away from the environment for me. Overall, though, not a bad little pack. Give this a download if you want some new crosshairs in your game, be it JO or JA, since this works in both.
Legend of Zelda Startup Screen
haven\'t played em, so sue me!) I can only take a guess when I say that the sounds in this startup screen are from the games. The image in the background is nice, but it unfortunately makes some of the buttons a bit hard to see. And the music that plays when you open it... It hurts my ears. Too high pitched for me. :p Anyway, get it if you are a fan of the games and like new startup screens.
Jedi Academy Empire Mod
watching* [img]http://forums.filefront.com/images/smilies/eekx.gif[/img] [b]ITWASN'TMEIDIDN'TDOITNOBODYSAWMEDOITYOUCAN'TPROVEANYTHING![/b] Well, anyway, as you've probably guessed, this is an update for JAE. It adds several new features, most of which serve to drag this mod even further ahead of the other mods. New features in this upgrade, as well as my opinions on them: * Refactored some code having to do with the saber damage cvars. I'm not entirely sure what changes have been done with this, but no one, I repeat, [i]no one[/i] should really be messing with saber damages anyway. It does far more harm than good. * Linux Makefile has been revamped to mirror the one originally created by Raven Software. Raven Makefile is also included with the source code. To be honest, I have never had any problems with the last version of the mod that I could blame on the Makefile, but it's nice to know that it's more in-line with the original stuff. * Project has been upgraded to compile in Visual Studio 2005. VS 2002 and 2003 projects still exist. This really won't matter to the average gamer, but I've experimented with the source a little bit, and let me tell you, it was a pain in the butt compiling it. For all you mod developers out there who've used JAE's source, and who use VS2005 exclusively, this will be a BIG help to you. * Over 10 new bugfixes applied from authors in LucasForums. Author credit is commented in the code. Sadly, there are no details on what these bugfixes are, and to be honest I haven't the time nor capability to raid the source and find out right now. * New emsit4, emsit5, and emsit6 emotes so you can sit proper in those chairs. That is a total of 20 emotes in all. Now, this is something that always used to bug me when taking screenshots or doing movies - you could never sit in the damn chairs! Now, you can. Woot. JAE's collection of emotes is increasing, but thankfully there are no more emotes than necessary. * New g_mPSayMode CVar to control the location of the private chat messages. * New Cvar g_mBanFile to signify the name of the file you want to save the banned IP addresses in. Now, you may be asking why I pasted these two together. The reason for this is that if you [i]ever[/i] needed a reason to get JAE, these would be the icing on the cake. People who run busy servers and organise events will know that it's a pain banning someone from just one certain event, because they would be banned from all the others, too. Now, it's much easier to manage your banlists without having to play around with renaming and FTP. The private chat messages is very useful for server admins, since the chat buffer is so small and it's so easy to miss /tell messages - now, however, you can split it so that the usually uninteresting public chat is in one location, and the potentially important /tell messages are somewhere more noticable. Two [i]very[/i] helpful CVARs for server admins - I know I certainly needed these at various points in the past. * New CVars g_mDuelTimer and g_mDuelTimerWait to control the waiting period a client needs to wait between another private duel. Now, personally, I'd have no use for this, but I can think of scenarios where it would come in extremely useful (tournaments being the first one). * Re-added g_mSaberDMGIdle and g_mSaberDMGThrow CVars to better control the saber system should it deviate from basejk. I'm neutral on this. Sure, it has some good uses, but most likely some irresponsible people will just use it to nerf the game down. There are good points, there are bad points. Make your own minds up. * New warning system based on the idea introduced by MultiPlayer Xtra mod. I remember MultiPlayer Xtra, and the only warning systems I ever saw in it were the clan tag ones, but still, it's very nifty and it allows admins to concentrate on enjoying the game rather than yelling at people. Well, there's the new features and fixes. Details were kinda sketchy in the readme, and like I said, I couldn't raid through the code for various reasons. Still, this mod is a far better alternative to JA+, on account of the fact that it preserves the gameplay of Jedi Academy (albeit with the bugs ironed out) - meaning it's a perfect choice for people who run a server and want to play Jedi Academy, instead of "Sesame Street with Lightsabers". For you server owners out there, this is a recommended mod, and I highly suggest that you give it a try. Should you refuse, then just remember.... Elmo knows where you live! ~ Kouen
Better Ragnos Sounds
where a small tweak can go unnoticed, in sounds it is generally of the utmost importance. The author here didn\'t believe Ragnos\'s voice sounded \"ghosty\" enough, a sentiment which I wouldn\'t deny is probably true, from many perspectives. I\'ve personally never thought about it before, but upon hearing these new sounds I have to agree that they do sound more like an apparition than the originals... assuming there is such a thing as a ghost-like sound. If I had to guess what was done here, I\'d take a stab that a chorus has been added, and perhaps a little bit more echo. That might not mean anything to folks who aren\'t familiar with sound-editing software, but I urge you to check out the sounds for the full effect. This slight change really does make a bit difference. Is it better? That\'s up to you to decide, of course. But it gets a thumbs up from me. A simple change, a big effect. Worth the small download if you plan to play SP again, or somehow get some extra use out of our resident deceased Sith Lord. ~Inyri
Shadows Of The Sith(SOTS) Darth Maul(DM)
everything that Darth Maul did in the movie, with the exception that you invade Theed, where in the movie you were already in it, and in this you win. There are several missions in this mod, and I must say that the win/lose menu really confused me. It was the same message whether you died or won, and the menu was exactly the same. You could choose any mission to start with, so you could kill Qui Gon and then go fight him again. What kind of sense does that make? It doesn't matter, I'd just like it more if you were forced to do the missions in a linear fashion. The maps were simple, but the author does point out that he did most, if not all of putting this together by himself. The cinematics were simple, but at least there were cinematics for this. But in the majority this was a pretty fun total conversion, and is part of a series that is yet to be finished. So download it and try it out! ~Zach
Blade of Balrog
It gives a definite firey look to the blades, and now in version 2 is available for all blade colors. Simple words do a mod like this injustice, so check the screenshots below to see what the blades actually look like. ~Inyri
couple of stats and some strings, this is quite almost exactly the same as the default stormtrooper bot included with the game. I\'m not sure what the point was of changing the strings and changing a couple of weapon weights and such, honestly, but perhaps the fact that the stormtrooper bot doesn\'t talk much matters to some of you guys. If you want to hear the stormie complain when you kill him, give this a download. Otherwise it\'s really something of a waste. ~Inyri
Animation Switchup
\"Force Impale.\" This particular change does exactly what you might expect - rather than the normal lunge, which always seemed kind of silly to me, the animation is changed to the jabby one. Not the first time this has been done, right? Force Push and Pull have also been changed. I\'m not sure which animation pull comes from, but I quite like it [b]much[/b] better than the default. Push makes use of the two-handed lightning animation, which does make for a rather interesting result. The three new katas do indeed look neat - they take advantage of some of the lesser-seen animations in the game (in fact if you don\'t play SP or any of those strange server-side mods, you may have never seen these animations before). I found one possibly large problem, however. After some minor testing with many willing test subjects (read: stormtroopers) I discovered something alarming - the fast and medium katas don\'t actually make contact with their victims. I tried several times, from several angles and distances, but nada. While they look cool, the fact that they won\'t hit anything could be problematic. The strong kata doesn\'t seem to have any contact issues, but its slow speed does leave you vulnerable for a time. Then again, vulnerability is part of the trade off with a kata, I suppose. ~Inyri
McDude Stances
themselves are somewhat interesting. Red/strong stance looks like you're getting ready to take a swing at a baseball, yellow seems to be halfway through the 'use' animation, so your hand is stuck out like it's trying to either grasp something, or like you're perpetually trying to brainwash a weak-minded fool, and blue stance has the blade behind you (keep in mind that for some reason the yellow and blue screenshots are mislabeled -- they're actually opposite). Overall an interesting few choices here, but some of them are kind of odd. That blue stance looks like your character is going to fall over, actually. Also neither new dual nor new staff stances have been added, which is a shame. [b]Note to Everyone: For those planning on making stance mods in the future, you do [u]not[/u] need to include _humanoid.gla unless you are using an animation set not included in Jedi Academy. Don't add it - it simply adds 9 unncessary megabytes to your mod, which will we remove anyway.[/b] ~Inyri
PurePwnage soundpack
are repeated. But the sounds that are there are amusing, I just wish there were more sounds so none would be repeated. So if you like PurePwnage, or just want a laugh, then download this. ~Zach
'Cool' New Disruptor
can tell, the only thing the author did to the disruptor skin was desaturate it. Now, that doesn't take much effort, but seeing as it's a weapon reskin…you don't really expect too much. The new hit effect was interesting. It's blue, and I have no idea why it would be. So that's just about all that's in this, with the addition of some sounds for the disruptor. ~Zach
Makermod Client Plugin
I got bored playing by myself after a while. Anyways, this is a very nifty plugin for those of you who want to try out makermod and don't feel like learning all the commands. Okay. So I start up maker mod, and I wonder how to use the plugin. I should've read the readme. Anyways, read the readme, set up your controls, and start having fun. However, it may take a little bit of understanding for some people to use this. But all in all, this was an enjoyable mod to review, and is made to help out people new to makermod! In addition to aiding you in building stuff, this mod will also aid in the administrative part of makermod. So if you wanted to try out makermod but got confused, then download this! ~Zach Note, to use this, you must be on a server with makermod on it, or be running the mod itself, ~I noted in the review that I crashed while using Korriban models. This is not the case for everyone. Many people have had the models work just fine.
any screenshots with this. Anyways, the saber core and glow is rather unique, and I think it's worth a download just so that you can check it out. ~Zach
Special Swoops
shall quote from the readme. Remember, you can only have one of the PK3's in your base folder at a time. Oh, one thing. I had some trouble with the windows compression – i.e. it wouldn't extract. So I used a different program and extracted it, and then re-compressed it using windows compression. If you have windows, that's what I would suggest you do. Another thing – these pk3's modify the regular swoop, meaning if you cannot spawn any other variations without replacing the one you are using. I think a better thing to do is have all the variations be different vehicles so that you don't have to switch everything out. And now the variations list: [quote] ROCKET SWOOP -This swoop shoots strong rapid fire missiles! BOMB SWOOP -This swoop shoots deadly bombs with huge explosions MINE SWOOP -This swoop drops bombs, better keep moving or you\'ll die. LASER SWOOP -This swoop shots powerful green laser exactly the ones from the tie-fighter FAST SWOOP -This swoop goes 4 times faster then normal, the shots are also normal[/quote] ~Zach
Military HUD
that's simple enough to use. I liked it, not too much clutter and was still creative. Plus, for saber stance, there's a picture of a saber and its glow shows the stance color. The only problem I found was that the HUD sometimes showed a black and white rectangle in the upper left corner for no reason at all. On some maps it showed up, others it didn't. I have no clue how that happened, nor if something was supposed to be there. Summary: Great HUD, I would suggest downloading it ASAP. (>Zemmurktrooper
Red vs. Blue
NPCs. Blue will be on your team, and red will be on the enemy team. This means that blue Rebels and blue Imperials will also be on the same team, so mixing and matching is possible. It also comes with four weapon variations: E-11 blaster rifle, repeater, fletchette gun, and concussion rifle, all easily accessible by simply adding a number onto the end of the NPC string.[/quote] This time around we have a few additions. First of all, there is a new Rebel skin. Honestly I don\'t like it, but only because the boot sole can clearly be seen on the side of the leg. Someone apparently wasn\'t careful... If that was fixed, it would be fine. Otherwise a few new NPCs have been added: the acrobat, the captain, and the swordman. The acrobat uses the Noghri stick, the captain uses the DEMP, and the swordman uses dual sith swords. Both are available like the normal NPCs: [quote] npc list: (works as last one did) Expected entry rebel # imp # Example: npc spawn rebelred4 Result: Rebel in red clothing shooting at you with a concussion rifle ------------------------------------------------------------------------------ Color key: red- bad blue- good Weapons assign as follow: 1- E11 2- Repeater 3- Flech (put _alt at the end to get alt fire for this npc) 4- Concussion Rifle 5- Rocket Launcher 6- Sniper Rifle 7- Gernade -----------------------------------------------------------------------------[/quote]For the three new classes above, use the normal prefix, then add _acrobat, _captian, or _swordman ([b]note[/b] that captain is spelled wrong in the NPC file, so you will have to spell it wrong to access the NPC). ~Inyri
Gungan Bomb
detonator has a thumb switch. Energy balls don't have switches at all. (2) The Gungan energy bombs don't explode in a firey cloud. In fact I don't think they "explode" at all, do they? In any case, they're energy based and not fire based. Another problem with this particular mod is that the "skin" is simply an MS paintover. The skins have been painted over with a flat blue. No new sounds or EFX modifications have been made, so it's basically a blue thermal detonator. ~Inyri
2 NPCs
work properly in MP mode. The second NPC file simply upgrades Rosh into a more competent opponent. He'll use his saber primarily for defense and use more force attacks to take you down. If you want these minor changes to your game, then go ahead and download them. You might actually like the new opponents. ~ Kouen
New Jedi Advance
mods, so here are some reviews of the previous versions. Love Path (v.11) review and Glory of the Sith (v.16) review All I\'m going to do is tell you what changes have been wrought in this version, quoted from the readme. [quote]-------------------------------------------------------- Dark Force Mod v.22 update -------------------------------------------------------- This is the update request i receive from people who emailed me : - Kyle Boss grab-punch (melee attack by pressing attack+alt-attack button) fixed range distance. - Removed big player model by default, since its causing bad shot-accuracy. (become optional/cheat) - Optional big player model (on respawn) by set \'g_forceRegenTime 1\', set it to \'0\' to restore back. - Big player model attack power multiplied by 255, since it also give you 255 HP & force. - Undying mode attack power multiplied by 999, since it also give you 999 HP & force. - Not allowed roll/quick-getup when dont have force jump. - Fixed various minor bug from previous feature. [/quote] While some might find this mod fun, others may not like it. When I reviewed Love Path I found it to be fun, but that was me. Download if you liked the other versions. :) ~Zach
\'Pirates of the Caribbean\' duel music
about this because it\'s pretty straight forward. But ... Nice One! ¬Elegos
Tusken Startups
for each option has also been changed. Three problems plague both of them. First, the buttons. They\'re very difficult to see.Secondly, The text is quite hard to read on both. The sounds are third - they\'re just plain annoying. Just a little note to the author, last time I checked, launchers didn\'t need to be put in pk3 files. Mere zips would have done, or even just plain folders inside the zip attached to the email. Neither of them are bad launchers, not by any means, but it\'s a bit of a \"seen it all before\" kind of thing - there\'s only so much you can do with launchers. Still, if they\'re your cup of tea, give them a download. Just remember to backup your install folder before overwriting any files. ~ Kouen
Lightning Mod
accurate to JK2's lightning. It *may* have been simply copied over, but I can't prove it either way, so I'm not going to go down that road. The second style is red lightning. This one actually reminds me more of drain than lightning,but it's definitely not the same effect as drain uses. Style #3 combines the red lightning with a bluer version of JK2's lightning. It looks pretty cool, despite not looking very much like a lightning storm. Next up is the red lightning again, only this time with no flash effects. And, finally, we have a blue and purple lightning effect which also has a purple flash effect and a deep blue glow. Check the screenshots out, and if you like any of these, download the pack and try them out. Just be aware that you can [b]only have one of these pk3s[/b] in the base folder at any one time. ~ Kouen
Main Menu Title Video (KotOR)
Knights of the Old Republic. The grid is still present, the dimensions of the footage are slightly distorted, the filesize is a bit large for a video you\'ll see three seconds of, and the videos just don\'t feel right without the proper sound - the same symptoms as the other instalments had. But, hey, I\'m not gonna nitpick... that\'s Inyri\'s job. :p If you like KotOR and want a new menu video, then give this a shot. If not, well, your choice. This file is mostly just a little novelty. ~ Kouen
it should be. To quote the changes listed in the read-me: [quote]- Fixed /say command buffer overflow. - Fixed server command buffer overflow. - Fixed problems while voting in TFFA. - Fixed the black name, now ^0 makes your nick black, no more need to ^^0. - Fixed big messages color replacement bug. - Fixed the sliding while standing on top of someone. - Now taunts are allowed in all gametypes. - While dueling you can't collide with anyone outside the duel. - Multiple FFA Private Duels. - Private Duels in TFFA Allowed. - Added /announce command to enable admins to print big messages in the center of player's screens. - Added the possibility to have taunts in all gametypes.[/quote]This mod also adds several new admin cvars, in case you don't like one or more of these changes and would like to turn them off. Sounds like it could be handy for those server admins who find that mods like JA+ just change too much for their tastes. ~Inyri
Star Menu Mod
of the rest of the start up screen but just looks as if it had been randomly placed there, it could use some kind of design at least. Same goes for the blue rotating part. However, it does add a nice new and cool video at the start up of a short space battle, granted I can't remember which since I'm not the hugest star wars fan but yeah it's a nice video. It also adds a lightsaber cursor which is a nice change from the default one used. The console has also been modified slightly, it now thanks you for downloading the mod. So, if you like big yellow stars, download this. ~Elegos
All Enemies Are Sith
with sith characters. Using the added on skins and models, this mod also replaces some of the other characters. Tavion, for instance, is now Palpatine. Other are replaced as well. I didn't take the time to test this fully, but it looks very fun, and a bit more challenging than usual. Try protecting rosh from two sith that should be howlers. :p If you like SP mods, or if you want something more challenging, give this a download. ~Zach
Main Menu Title Video (This Weapon is Your Life)
lightsabers, some blasters, and other weapons. This was supposed to present the differing weapons of different cultures. I don\'t know about that, but it is certainly an nice change to the normal video. If this interests you, or if you just bored with the normal video, give this a download. ~Zach
Final Fantasy VI Duel Music Pack
That's just the way it is, though. This was one game I never actually completed, so I'm not entirely familiar with all the music. Some of it I recognize, like the battle music. A couple of these songs are remixes as well, so you can choose between an original version or a remix of the battle them or boss battle theme. These remixes, performed by The Black Mages, are actually quite good, so this pack might be worth checking out for those if you're not a nintendo-music kind of person. I must say, the remixed boss theme is awesome, minus the strange beginning. Keep in mind that you can only use one of these PK3s at a time, since they're all duel music and they all conflict with each other. So if you're an avid Final Fantasy VI fan check 'em out. If you're not, you may want to check them out anyway if you're into that kind of music style. ~Inyri
Qui-gon's Noble End Duel Music
not over-the-top tune which fits a duel atmosphere. However this style ends at about the 1:20 mark where it gets very quiet and slow, almost coming to a halt at a point. At this point it really doesn't seem like perfect duel music, as it's almost inaudible, so there are strengths and weaknesses with this piece as a duel music selection. ~Inyri
High FPS Trip
like this one....are just getting a bit silly. :( Okay, so first things first. Number 1, if your PC can\'t run this level on JK3, then it can\'t run any other JK3 level either. Number 2, if that is the case, then why you\'d need this mod anyway is a hard question to answer. Number 3. It doesn\'t really make any fps difference at all. (At least not on my PC.) The only thing it does is make it look as if you\'ve turned all the textures into flat shades, or put your gfx settings down to Ultra-Low (if there had been such an option.) My verdict is rather negative, as you can see, but hey, who am I to say don\'t download a mod which kills your textures, makes an already plain level even [b]more[/b] plain, and adds some horriffic music which does not fit the map in the slightest. Oh, it does fix those decal errors in Mp though, there\'s one bonus. But then again, so do the other mods out there... ~Szico VII~
FFVIII -The Man with the Machine Gun
Mages. OF course, he composed the original music too, but this version of the song is more rock and guitar than before. Which is usually a good thing, as it brings variation to, in what is my opinion, a slightly tired tune now. For duels of course, this totally owns - its a battle theme, and it\'s Final Fantasy. And now this version has extra beat and drums. What\'s not to like? If you don\'t download this well, your big loss ;) In my evidently non-biased opinion, obviously ;) ~Szico VII~
FF6 - DancingMad Duel: Final Part
those pieces. :( For a black mages remix, I was quite surprised at how lacking this was. I'm not saying you can't use it as a duel music - Hell, anything is better than the default track, but it just seems very.... empty. There's a tune and a beat, but it's not filled up with anything inbetween, and the tune itself isn't memorable at all. I'm not sure whether that means the original was much worse, but this version certainly isn't what I'm used to from Final Fantasy. ~Szico VII~
Main Menu Title Music (Angus Dei)
would want to hear this particular song in their MP in-game starting menu. Personally I don\'t like this arrangement at all, and I [i]am[/i] a fan of Latin church music. The words are indestinguishible, the harmonies are weak, and the melody is just boring. I\'ve heard far better arrangements of Agnus Dei. This sounds more like a Gregorian chant. But to each his (or her) own. For those of you unfamiliar with Agnus Dei (which I imagine is most of you), and you\'re curious what the words are, they should be something like this: Agnus dei quitolis pecata mundi miserere nobis dona nobis pacem. Latin church songs really are quite simple. They just repeat two or three sentences over and over again. For Americans especially, who are pretty much isolated from the countries in Europe which speak the romantic languages (France, Italy, etc), we don\'t have a clue what the words mean anyway, so the fact that you can\'t even make them [i]out[/i] in this arrangement probably won\'t matter. Whether or not you like the tune will really be the question here, so you\'ll have to check it out to find out. But if you know you really don\'t like church music or music similar to church music, don\'t bother downloading it. For those of you who play single-player, this will conflict with some single-player level music. It would really be nice if, for once, this author would take that into consideration and remove such conflicts, considering it\'s as easy as opening up notepad and making a small change. ~Inyri
Matrix Soundtrack DUEL MUSIC
third or even half of it is slow piano or strings music. The rest is... well, I have difficulty describing it. It\'s still a little too slow to make effecting fighting music, though, so I don\'t see why [i]this[/i] particular song was chosen to use, other than the fact that most of the other good Matrix songs have already been turned into duel music. But I imagine there is someone out there who might appreciate it in this form, so enjoy. ~Inyri
The Legend of MAX Duel Music
video game music, mostly due to the strong underlying beat and rhythm that this music form has, by its very nature. That makes it somewhat... standable. This one\'s a little too perky for my tastes, but I can imagine for those of you who enjoy this type of music it will fit quite well in a duel atmosphere. The song itself is from a fan-made addition to Dance Dance Revolution called \"Stepmania\". I\'m not familiar with DDR, so maybe that has a deeper meaning for some of you than it does for me. At its very basic level, this duel music mod seems like it\'ll work pretty well, though as with all duel music mods it won\'t float for certain people. Good thing there\'s a plethora of duel music mods to choose from, should techno not be \"your thing\" ;). ~Inyri
No Grid Mod
he separated it into two PK3s. The first PK3, \"only no grid.pk3\", does what you might expect - just takes away the grind. The second, \"not only no grid.pk3\", adds a bunch of little tiny stuff that I can\'t imagine anyone would care about. There\'s something of a starburst added to the main menu, the env map on the Star Wars text has been altered (wow, would you ever even notice that?), and the EAX logo in one of the menus has been changed (would you notice [i]that[/i] either?). The most random changes... personally I just prefer the original menu better. I figure if you\'re going to make changes, go all the way. ~Inyri
KOTF Clan Saber Hilts Pack
this pack contains some unusual and pretty unique saber hilts. Sure we have all seen saber hilts with maybe an extra saber or two added on. I saw one once that was like an X with a saber blade extending out of each arm of the X! I'm sure it would be interesting trying NOT to slice your legs off whilst fighting with that…ehmm anyway…These saber hilts are actually letters! There are five hilts here, one normal hilt, and four 'letter' hilts which spell out the initials of the Knights of the Force clan, or KOTF. What I think is great about these is the way the extra saber blades have been added. There's smaller ones on each edge of the letter, and then the full size central beam that goes straight up like normal. For instance, with the letter O hilt, there are six little beams that make up the O, and then a seventh beam which goes straight up like normal. Here I am blathering on trying to describe it in words! It's probably just easier to look at the screenshots below! ;) Anyway…a very cool little mod here. I know people sometimes don't like clan-related files. But this really is a unique (as far as I know anyway) and quite unusual saber mod. Give it a download if you like what you see! :) ~Nozyspy~
Japanese Mod
basically telling you is that the computer I playtested this mod on is a beast - very high-end. So you can imagine my horror when i loaded this map up and got 17 frames per second. That's completely unplayable, and I'd hate to think what people with lesser computers will do on this map. For this reason, and this reason only, I don't like this mod. The fact is, even with all the cool stuff in it, you can't play it. :( Of course, it's a mod, not just a map, and comes with a whole load of new models/skins, of samurai warriors and katana blades. They mostly looks pretty snazzy, except for some of the faces and logos, which are pretty bad. They are all though, fantastic quality, especially the ninja... hes just so darned cool! There's also a ton of new swords to play with; far too many for me to go into them all, but trust me, they're fun to use, and most of them look pretty good as well :) Especially the first serrated blade one. There are new sounds with these too - some sound very familiar (from the advent children weapon mod?) but I'm not sure about this. Furthermore, your loading screens and main menu have been altered to fit the Japanese style. :) Which brings me back to the map, which is probably the focal point of the mod. Architecturally, and lighting wise, its extremely nice, especially the terrain and trees. I also loved those little lamps, very nice stuff. However, there's a few lighting bugs inside the tents (pitch black walls) and some Z-fighting in areas along the fences. As I mentioned previously though, its so difficult to play on this map due to the lag, if you want to use this mod, you'll probably be better off just using the awesome models and weapons. Oh yeah, and the music is incredibly annoying, bad choice! :( New Textures: Yes New Sounds: Yes Bot Support: Yes NPC Support: Partial Bot Support: Yes Team Support: Yes ~Szico VII~
The 'Ultimate' Duel Music Pack
moving onto the other songs in this pack ;) The author should just be glad there isn't an 'originality' rating - I've seen so many music packs recently lol! [quote]Okay, I officially love FFAC music - you know why? Simply because it just owns everything else. Including you That also means sending in an FFAC music pack will probably get you a very biased review, if i get to review it anyway. Okay, so in this pack there are four songs, one of which I've heard before, wheras the other three are new to me. Okay, the first song (The one I've met before) was definitely my least favourite of the three, and here's the review of the duel music pack with the same song in: Anyone here seen FFVII:Advent Children yet? Anyone? Well.. if you have you can either read japanese or know someone who can. Music-wise, I've been looking forward to what it is going to offer, as for me, and no, I'm not ashamed to say this - The FFVII soundtrack and OC Remixes' are the best in the world. Period. Soo what do I think of this as a piece of duel music? Well, being called 'Battle in the Forgotten City' I'd assumed it would be similar to the ancient city music from FF7... boy was I wrong. For dueling its really down to personal taste whether you like this or not - for me I was quite disappointed, but its very techno/heavy style has grown on me... a bit. Still, if this gets your funk going in a duel, so be it. Oh, and sorry to the author, FileOps won't accept your name as it's too long, so I had to shorten it a little. -------------------------------------------------------------------------------- The other three are in my opinion, far far better - probably because unlike the first, they're all essentially remixes of FF7 tracks, one is 'Still more Fighting,' the other is 'J.E.N.O.V.A,' and the other is 'One Winged Angel.' If you've ever heard the Black Mages remixes they're quite similar to those, except better One Winged Angel is simply briliant. I admit, before I never actually liked it, but this version really does blow you away after the first 20seconds The still more Fighting song is good, but a little heavy for the most part. Jenova is another good song, keeping very faithful to the original melody. You know what's even better? That they all work as duel music! Yes I know the effort to make one of these isn't the biggest thing in existance, but I'm still glad it has been done. [/quote] Well, in this pack there are all the afformentioned songs.... plus a few others, such as Duel of the Fates, a remix of the standard FF7 battle theme, and what sounds like a remix of the Shinra building background music ;) I have to say, I love all of them, except for the Blitzball duel....that's the one single piece of Final Fantasy music I can't stand! What's really good about this pack though, is that ALL the songs work as duel themes. The author already knows he'll have got a good score for including FF music, so I'll just finish the review here and let you all listen to the songs for yourselfs...provided you have enough bandwidth to download it that is ;) ~Szico VII~
are no clones in Jedi Academy. Would most people care? I doubt it, because it's a cool picture. So what if there are no clones? The only thing that bothers me about the image is that the Episode III text at the bottom makes the buttons hard to read... but heck, you all have been playing JA a while now. I'm sure you know what they say! I find the music choice somewhat strange... though somewhat fitting, as well. It's a dramatic type of music, which fits the dramatic nature of the image, but it's very non-Star Warsy. Whether you like it or not will come down to personal preference, nothing more. Some new click/hover sounds, though, would've really helped customize this a little bit more. ~Inyri
Final Fantasy X: Otherworld Duel Music
I'm sure some would disagree). Grab this one. ~Nexus
Imperial March Duel Music (Rage Remix)
identical though, so I'll just paste in my review of his Leviathan Remix mod. [quote]Okay, now as a remix of the imperial march, I quite like this song, very tecnho, but not too heavy and certainly keeps the original theme in there. So, as a listen-to song, :thumbsup: However, as a dueling tune....well let's just say it doesn't really do it for me. It's a march right? Not a fighting tune. It just doesn't inspire the adrenaline a really good beat can when you're dueling someone. Still, if it's your taste, that's why we host it for you to download :) Oh yeah, there's also a small autoexec.cfg file in here so you can play the music whenever you want... but it might conflict with other autoexec.cfg files so watch out for that.[/quote] ~Szico VII~
Imperial March Duel Music (Leviathan Remix)
dueling tune....well let\'s just say it doesn\'t really do it for me. It\'s a march right? Not a fighting tune. It just doesn\'t inspire the adrenaline a really good beat can when you\'re dueling someone. Still, if it\'s your taste, that\'s why we host it for you to download :) Oh yeah, there\'s also a small autoexec.cfg file in here so you can play the music whenever you want... but it might conflict with other autoexec.cfg files so watch out for that. ~Szico VII~
FFVII Advent Children Duel Music
me, and no, I'm not ashamed to say this - The FFVII soundtrack and OC Remixes' are the best in the world. Period. ;) Soo what do I think of this as a piece of duel music? Well, being called 'Battle in the Forgotten City' I'd assumed it would be similar to the ancient city music from FF7... boy was I wrong. For dueling its really down to personal taste whether you like this or not - for me I was quite disappointed, but its very techno/heavy style has grown on me... a bit. Still, if this gets your funk going in a duel, so be it. Oh, and sorry to the author, FileOps won't accept your name as it's too long, so I had to shorten it a little. ~Szico VII~
[SCA] Stargate
show. Anyway, the Stargate in his maps was unbelievably cool, although a little restricted by the limits of the JK3 teleporting functions and whatnot. This small mod is really just a 'new' version of the actual stargate itself, with a new shader and textures. Whether you prefer this new version is really personal choice. If you want my opinion, I prefer the original, it's more more true to the series in terms of both colour, style, and sound - as yes, there are new sounds included. The new sounds are clearer than the old ones, but they're not actually the proper stargate sounds anymore, which kinda defeats the objective don't you think? On the other hand, the new stargate definitely looks cooler when turned off than the old one, but when turned on the colors seem to clash, and I just don't like the red teleport :( More importantly, this is only really worth a download if you stilll play Wade's maps, otherwise it's kind of pointless. Still, here it is, if you want it :) By the way, the old stargate is shown to the left of the screenshots, and the new to the right. ~Szico VII~
Anakin vs Obiwan Duel Music
Battle of Heros Duel Music
Yuna Duel Music
said... I would have no clue. Either way, the music is a piano piece that is very soft, gentle.. pleasant sounding..... almost made me not wanna duel out of feeling bad lol. Again.. If your an FF7 fan, or better yet, a Yuna fan, you might be interested in this mod. Take a look see. -Lizardking
Rocky Duel Music ( Eye Of The Tiger )
to a good dueling song which gives you some of that fighting spirit. -Rink
Blitzkrieg Duel Music
guitarist Yngwie Malmsteen. It has exactly what you need to have a good fast duel. The fact that it is called \"Blitzkrieg\" makes it even more fitting for duel music. :P Enjoy![/quote] I judge duel music on how upbeat and good it is for a duel and this hits all the expectations here, the music never quiets down or stops being fast. This is a great piece of guitar, if you think you\'ll like it, download it and check it out! -Rink
M.C. Hammer Duel Music
though, it just isn\'t loud enough for me. If you think you could duel to it or if you just want some fun new duel music to download check this out!. -Rink
moves and fun mods check this one out. -Rink
Classic Sabers
that! These sabers are nostaligic of Dark Forces 2 and the sounds are there too! So if you\'ve been missing Dark Forces 2, but still play JA, now you can have the sabers and sounds in JA that you\'ve been craving. New Sounds: Yes ~AmosMagee
Movie Stances 2.0
weird. In fact, they seem fairly hmmm ... what\'s the word I\'m looking for ... intuitive. To really gain an appreciation for this mod, you need to download it and play it yourself. More than just stances have been changed. There\'s a list of all the changes in the readme. Check it out. I\'m thinking you won\'t be disappointed. [/quote] The stances have been changed to include a stance from Episode III and a melee stance has been included as well. You\'ll find that some force stances have been changed also to make them more accurate to the movie. I\'m still quite impressed with this mod. And there are probably several of you out there who are such pure Star Wars fans that you\'d prefer the saber stances here versus the ones in Jedi Academy. ~AmosMagee
Hellsing Startup Screen
Hellsing theme. Enjoy! ~AmosMagee
LotR Duel Music
new duel music. Like this piece that has been taken from Lord of the Rings. It\'s great for dueling. It\'s exciting, but not too fast paced. Enjoy! ~AmosMagee
ForceMod III - Return of the Sith - v1.01 Patch
bugs and issues that needed to be addressed. Cue the patch for ForceMod III. All of the fixes can be read in the readme, posted below. This is the patch for Linux, Mac and for those who prefer to do it manually. ~AmosMagee
ForceMod III - Return of the Sith - v1.01 Patch
bugs and issues that needed to be addressed. Cue the patch for ForceMod III. All of the fixes can be read in the readme, posted below. This is the patch for Windows. ~AmosMagee
Junkie-Riders Xmod
is supposed to be like, the be-all, end-all in duel maps. I wasn\'t impressed. It was bland and boring. I found z-fighting. The map is too big for a duel map and too small for an FFA. There\'s nothing interesting about it. The sabers didn\'t seem to be different in the slightest. The Bushido sword was nice, but I wonder who modeled it. The menus were changed, there are apparently some skins included and taunt moves. Overall though, this mod is less than mediocre. Download it if you\'d like, but you\'ll find better mods much more worth your time to download. ~AmosMagee
New Saber Sounds
and thinks about their saber sounds? And just how hard is it to go out on the web and search for "Star Wars saber sounds?" Still, if for some reason you don't like your current sounds, this might be worth it. ~Wassup1444465
Duel Like a Pirate
and pirate-y music ... it\'s all tense and stuff. Anyway, this is a decent track for dueling, but the looping will eventually get on my nerves. The end seems to cut out a bit and it seemed to me that it was a bit too loud or harsh in some places, but it works. ~AmosMagee
Dark Forces Mod (Demo 2)
Forces was the first game in the Jedi Knight Series (Dark Forces, Dark Forces II: Jedi Knight, Jedi Knight, Jedi Knight II e.t.c), and it came out way way back when I got my first PC. In fact, the original game was probably the first FPS I ever played and in that respect I think I know the game pretty well :) This file is basically a remake of that game for Jedi Academy. What the team for this mod has done is taken the old game and completely transferred it onto JKA, new textures, new sounds, better all around you could say. There are three demo levels in this mod, all of them fairly large, but you have to play them in order, starting with the good old imperial base. I spawned in a small lift and the grate opens into a narrow corridor, exactly as I remembered it from the original game. Here comes my biggest and worst point about the entire first two levels of the demo. FPS. It's absolutely awful, and running around this level is absolutely horrifying. It doesn't go too low, i.e below 10, but in the cavern area it never goes above 20 either. If a little more attention to VIS had been used, and techniques such as area-portaling, some indoor areas could have been vastly improved. The same applies to the second city level. Whilst it looks fantastic, and the weather effects are stunning, the map may be verging on 'unplayable' for those with lower spec PC's. However, this is THE worst thing about the mod, because pretty much everything else is great :D (As you'd expect from three years work) After stealing the plans from the imperial base in level 1, you're treated to some remakes of the original cut-scenes which are very nice indeed. The downside is that the character's mouths don't move which looks a little silly, but the whole effect is simply jaw-dropping. This leads you onto Level 2. (My favourite) Set on a planet called Talay, a city-typed area called Tak-Base has come under fire from the imperial forces and their new 'secret' weapon (A.K.A Dark Trooper.) Spawning into this level and I was instantly greeted with some intense weather effects and some brilliant ambient noise. Then I was off through the city, trying to find the power generator. It was a pain at first as its so darn easy to get lost, but when you get there and turn all the lights on the city is much brighter and well, you get the idea. Onto the musical aspects. Each level comes with the same music it had in the original game, except remade so it isn't so midi-like. Whilst this is accurate to the game, they're not that amazing to listen to anymore, and the transition between the action music and the stealth music isn't always as smooth as it could have been. My example here would be the title credits you see when you first load a new game. Whilst the music is what it sounded like in the original game, it would have been much better to have put the orchestrated version here because it sounds so much better! There are a few new enemies to kick around, like the sewer monsters in level 3, but the animations need tweaking slightly to make them more lifelike. As they stand, they look like cardboard cut-outs when they die ;) The weapons here are also from the original game, but the two you'll use the most in this demo are pretty much the same as the JKA versions. (The Bryar pistol and the E11) You also get thermal detonators, but I was disappointed there were none of the cooler weapons available to test out. All health and ammo pickups have been altered to resemble those from the original game, as has the HUD. The startup menus have also been changed, now being more green and saying "Dark Forces" instead of Jedi Academy. But for the final, please get rid of the annoying button-click sounds, they are far too loud and repetitive! What else? I'm not going to go into describing the depth and detail of the levels because it would take far too long. Just have a look at the screenshots and then test it yourself to from your own opinion. :) Oh yes, the enemy AI. I don't know whether it's the default JKA which I'm criticising here, but sometimes I could be stood behind an enemy, or sometimes even in front of them and they wouldn't notice I was there, whilst other came after me from halfway around the level (Stupid interrogator droids ;) ) My favourite level was Talay because I love cityscapes, but the best to play was Anoat Sewers because the framerate there was vastly improved. I'm sure there's plenty more I've forgotten to mention, such as the cool cutscenes and briefing screens, but If you download the mod you can see for yourself! I believe with some fiddling this demo will also work on a MAC. Check the developer's website for more info. ~Szico VII~
Mara Jade SP
straightforward mod. ~AmosMagee
Weapons of the Sith - SP
what it says it does. :) Nothing more, nothing less. ~AmosMagee
Mirael\'s Dueling Music Mod
for a duel. It\'s nice and long, at 2:20, so it should fit average duels pretty well. Very nice music to duel to! -Shahadi
OMF: BG Duel Music
sounds pretty cool. Quite quick (In terms of tempo and overall length) but still quite suitable for a Star Wars duel (Despite having no relation to Star Wars at all :P ) Overall, I like it, and I think it's worth having a look if you've had enough of the old duel music. :) -TiM [b]Song Length[/b] - 1:11
Pirates of the Caribbean Duel Music
from different movies or other games. This is a track from Pirates of the Carribean. It\'s certainly long enough to be used for duel music and it pace is good for a duel, though I\'m not sure it\'d be something I\'d use. ~AmosMagee
Melee SP Mod
have the original Melee mod installed, and this file here. It will replace every lightsaber in single player with a melee weapon. As you can see from the screenshots, the blood is also present. Not only is your lightsaber changed, but so are the sabers from the Jedi you\'ll come across in your missions. So for a new experience in single player, download the original Melee mod for multiplayer and get this and get to slashing. :) ~AmosMagee
Nina Mod
rockets popping up out of nowhere around a corner? Yeah. Freaks me out. Anyway, expect a bit of that in this single player mod. I didn't play through the whole mod, but I intend to. I enjoyed what I did play and I hope more people make more SP maps/mods like this. The maps are quite lovely, though they seem a bit repetitive in their design. I definitely suggest you try this little mod out. The author even included a .bat file to make it even easier for you to play his mod. Just extract everything to your JA GameData folder, then find the file, double-click and like, start playing. :) ~AmosMagee
JA+ V2.1 Client Side
distribute! 1.8 see's several improvements, a lot of them bug fixes, stuff like emotes being buggy. Speaking from a mapping perspective though I do have a problem with emotes, in my latest map I made a dialing Stargate and fans will know the wormhole blast kills you if you go near it...if a person uses an emote they can be in front of the gate as it activates and they'll be just fine...I think this mod would benefit from a mapper being able to work around emote's being a protection. The previous review(s) anyhow: Quote: -------------------------------------------------------------------------------- Okay, a cascading quoting thing of reviews... or something: Quote: -------------------------------------------------------------------------------- My review of the last version of this mod: Quote: -------------------------------------------------------------------------------- I happen to know for a fact that JA+ is a very popular mod and it continues to grow in popularity. I'm just going to go over a few features that were added to this version. Clan Speak: How cool is this? There's a clan password that you set and now clans can chat privately via the console. It's like the /amsay feature, but you don't have to be an admin to chat here. New Emotes: There are a few new emotes included like amdie, amkneel and amfinishinghim. Toggle Amthrow: Now admins can control which players can amthrow you. New Admin Commands: Included are amrename, amlockteam and amforceteam. Very helpful commands. Also, there is a little issue when your server.cfg has too many sets - apparently, this mod corrects that. All of this is new just for the 1.5 version. The 1.4 version has a lot more too. So take a look at the readme to find out all about what the author included. -------------------------------------------------------------------------------- Slider is quick with his updates to his JA+ mod. Version 1.6 includes the ability to scale your model, there's are new DFA's, you can allow or disallow the use of black names, several new emotes, and all of the old ones have been recoded. There are a ton of fixes and even more added features. In fact, just read the readme. There's too much to list. -------------------------------------------------------------------------------- Slider once again updates his very popular JA+ mod. There was apparently a nasty little bug that would crash servers with the use of force push or pull. No idea what that was all about - but glad it's fixed! Very interesting little thing added to help control a server. Now players can vote whether to sleep another player or not. Of course, this could be abused just like when you enable voting to kick another player. But it still might be useful on servers where there are some honorable regulars without admins present. Along with that new vote type, you can also, as the server admin decide which vote types you want to allow the server. Maybe you don't mind the players choosing the map they want to play on, but you don't want them voting to kick anyone. That's a great feature, Slider. And yay! Ampoll was added! This would be perfect for my CTF games. Often I just use ampsay to take a vote. There's a ton of stuff here, so read through the readme for all of the features that Slider included in 1.7. It seems that his mod keeps getting better and better. I wonder what he'll have for 1.8? Or maybe this is the final version? Nah ... mods like this are never really finished. ~AmosMagee -------------------------------------------------------------------------------- Go those build up of quotes!...and I say JA+ V on the site so it's not over yet -WadeV1589- [/quote] Okay so this is the Client side version of the new JA+ Mod same as usual there are bug fixes including animations. Also there are two new force moves! One called Sith Kiss which is the same as drain. I do believe that this is the SP face grip thingie, didn't look at it too much myself. There is also a jedi only skill called force whirlwind which is used in close range to knock an enemy back. Static emotes are working again now, so you can't run around while sitting, new anti vote spam and anti macro spam and a load of other stuff which is included in the readme. -Mithran- (You can find a plethora of screenshots here: http://japlus.fragism.com/screen.php ~Amy)
I\'ll let the reviews of the staff before me do most of the speaking. [quote] Lol this is becoming a chain quote! [quote] Wade\'s review of the last version of Xmod: [quote] xMod, a mod I\'m sure many of you know from the JO days is back, it\'s one of those useful server side mods that not only help out admins but also make the game more enjoyable in many cases. Things such as x_flipkick will make many people happy who enjoy being able to flip kick while x_profanity_check will please many admins who want to cut out profanity in their servers. One I do NOT like though is x_jawa_model as there is nothing wrong with that model anymore and I will be getting peaved if I go on servers to find it is disabled! I went to their site to help me get an insight to the mod and I came across this (admittedly lengthy for a review) \"What is xMod2?\", I think this is a very good way of summing up just what it is, better than what I can do! [quote] What is xMod 2 you ask? Well it\'s simple. Back in early 2002, Raven and Lucasarts teamed up to create one of the best games in Star Wars history, Jedi Knight II: Jedi Outcast. The game brought a unique mix of Star Wars and Competitiveness. Players could play for their liking of Star Wars, or for their thirst for gaming in First Person Shooters. It was a game that developed into a fast paced shooter game filled with innovativeness not seen before in the PC world. A year later... Raven\'s game Jedi Outcast began to die as more and more news came out about their upcoming release Jedi Academy. Everyone in the JO community was psyched. The month of the release came, then the week, then finally the day. Many gamers rushed to the nearest PC Store hoping for an even better game than Jedi Outcast, with new and improved gameplay mechanics and more. What they got was nothing more than Jedi Outcast + eyecandy. Jedi Academy was a disappointment for many. Not only did the first month include a non-functional Server Browser, but also players wouldn\'t go for the Jedi Outcast plus a few fancy, yet useless, moves. Not only that, but some of the most key moves of Jedi Outcast used to make combos was removed, and thus the only way to kill your opponent was holding Mouse1 and W.(Attack and Forward, if you use default keys) Enter xMod. When the SDK was released, xMod creator and pioneer =X=Master HeX went straight to work in an all night frenzy to restore some of the key components of Jedi Academy. xMod 2, the sequel to the amazing xMod of Jedi Outcast, now reunites players with gameplay that is not made for a person who has just picked up the game. xMod 2 neutralizes the gameplay in Jedi Academy, changing it to a game that is actually playable. All the options in xMod 2 are exactly that, optional. This allows for the most control over your server putting the admin back in the driver\'s seat. All in all: Raven failed us, but HeX has made Jedi Academy a game that can proudly wear the Jedi Knight series name, and has thus saved the series we have grown to love. Welcome to xMod 2. [/quote] [/quote] Now let me just start off with the screenshot there. See that? Down there? Yeah - that. This mod actually detects script users!? How cool is that?! Okay, so some of the other features. There\'s a new delay kick that will actually delay kicking a lamer from the server to show them the message for why they are being kicked. !!! There\'s a protection cvar, honor code enforcement, and freeze tag - not sure what that is cause I didn\'t test this extensively. But the most important things in this mod have to be the ability to unlock the forced turn in yellow dfa\'s! AAHHH! Cause, yeah, I hate JA\'s ydfa. And now you can stand on someone\'s head without slipping off!!! Okay, so that\'s not the greatest feature - but I like it! Y\'know, there\'s just too much stuff here to list. It\'s all in the readme and if you don\'t want to read that right now, go find a server with Xmod and try it out yourself! I\'m actually considering switching mods now. Hmm. Great work, guys! ~AmosMagee [/quote] There\'s even more options now and bug fixes now including a new way of specifying which admins have what commands available to them![/quote] Technical Data: Pros: 1. Read \'em and weep. ;) 2. Server mod! We need more/better ones of these, so we don\'t have to OMGWTFPH34RT3HL337L4M0RZ4NDM4L337H4XZ0RZSKILLS!!!1!!11. Cons: 1. N/A Rating: 10/10 JEDIofONE :mepimp:
were, in life, blemishes on the Jedi\'s soul itself. Though no better than a regular saber blade, it was, in Bane\'s mind, the ultimate insult to an enemy to use his own soul to slay his comrades...[/quote] Whoa, huh? So anyway, I need to get into the habit of reading the readme BEFORE I test the file. I didn\'t know so much had changed here. I just thought it was the saber trail. Which, by the way, is very cool. Apparently there are quite a few changes here, like the look of saber collision and when you kill someone. So download this mod and check it out! ~AmosMagee
Combat Evolution
all of the sabers that you now have countless ways to change your saber fighting style. And what mostly was changed had to do with the damage and speed and even the specials/katas that you perform. I\'ll just quote the author on the changes: [quote] ARBITER: desann style kata changed to dual saber spin attack force protect not usable dark rage not usable RETALIATOR: attack speed slightly increased damage slightly decreased CONSUL: damage reduced significantly movement speed increased attack speed increased lunge changed to hilt bash (can knock people down) ADEPT: damage reduced slightly attack speed increased kata changed to dual saber kata PRAETOR: movement speed decreased significantly knockback scale added kata changed to \'hurricane\' attack SENTINEL: movement speed increased significantly attack speed decreased slightly damage decreased slightly yellow dfa changed to dual butterfly attack small knockback scale added ADJUDICTATOR: changed the yellow dfa to not jump so high and move forward a bit more. Break parry bonus added lock bonus decreased significantly DEFENDER: attack speed decreased slightly disarm bonus increased kata move changed to dual saber spin attack FIREBRAND: lock bonus decreased parry bonus decreased movement speed decreased slihgtly attack speed decreased slightly break parry bonus significantly increased lunge attack changed to a powerful stab attack damage increased GUARDIAN: knockack scale added butterfly changed to dual saber butterfly AVENGER: splash radius increased attack speed decreased kata move changed to yellow kata VINDICATOR: damaged reduced significantly attack speed increased significantly kata changed to dual saber kata CHAMPION: damage increased by ALOT movement speed decreased significantly attack speed decreased significantly kata changed to red style kata force absorb not able to be used force grip not able to be used VANQUISHER: transition damage increased damage scale decreased significantly large knockback scale added kata changed to \'huricane\' attack[/quote] This should keep you guys busy for a while. Play with the different combinations for wielding dual sabers. There\'s quite a variety here and while I didn\'t try each saber, I\'m sure the differences in each one are enough to make it feel almost like a new saber system. ~AmosMagee
Team Corellia: Interview
stuff. If so, then download this short interview of Simon \"Kengo\" Williams. It\'s an entertaining little interview and keep in mind that it plays the same way the episodes do (SP mod, scripted animations thing). Nice to know there are more episodes on the way! :D ~AmosMagee
Sound Change (weapons/item/spawn)
kind of phaser weapon now. -The teleport sounds (spawn sounds) are longer now and have far more bass to them, not sure if I prefer them yet but it\'s certainly a change. -The \'talk\' sound is more Star Trek com badge like now. -Item respawning uses a new sound as well which is quite short and crisp, this one I think I do prefer. -WadeV1589-
Asteroids Startup Screen
Final Fantasy Ultima Duel Music Pack
about this. Oh, um, the zip file name is like, the longest name ever. ;) ~AmosMagee
Duelers/JA Mod 1.1
yet, y\'know? And since I test these mods alone, all I can judge these mods by is how the play is with bots. I do have a lot to say about Dueler\'s Mod for JA though! Let\'s just start with the admin commands, since that is an important part of running a server. Of course, there\'s an admin password, but the great thing about the way this is set up is that you\'ll never have to worry about broadcasting the password in the server! I always encourage my admins to just modify their config files out of game instead of through the console because that reduces the risk of broadcasting the pass. In this mod\'s case, you just use a cvar to set the pass in your config file and you\'re always logged in when you join your server. There are some very useful commands including showmotd, which will show the player the \"message of the day\". There\'s \"origin\" and \"teleport\", which will give you your x, y and z coordinates and then you can teleport to any location on the map. \"Freeze\" and \"thaw\" are much like \"sleep\" and \"wake\" from the JAR mod, which will stop the subject and will not allow them to use their weapon or force and then thawing them will, of course undo that effect. \"Bring\" and \"goto\" are some helpful commands that will allow you to bring a subject to you, or help you find someone on a map and go to them. If someone comes on your server with an offensive name, you can easily rectify that with the \"rename\" command. Then, of course, there\'s the \"boot\" command which will kick someone off of your server. The only thing this mod is missing is the banning command that gives you a lot more room in the banned IP list, like the JAR mod. One of the coolest features that Dueler\'s has is the macro scanning feature. You can keep people off your server who use scripts to do special moves, which many of us find unfair and don\'t allow on our servers. Now the most important thing about this mod is that it changes the gameplay to make JA a bit more like JK2. The roll is back! Plus the author has tweaked the lunge and other attacks to make them a bit more skill-based. I only played with one bot with these new \"un-nerfed\" features and found that the fight lasted a bit longer. It always seemed to me like the sabering in JA was somewhat based on luck. This seems to remove that and give us back a bit of what makes JK2 so much more interesting. One of the big things about Dueler\'s mod is that when people are dueling on an FFA server, your duel won\'t be interrupted by those running by - they\'ll run right through you and you won\'t even see them. So you can keep focused. One of the coolest things added is the Duel Overtime which allows duels to finish before the map changes. There are a ton of new emotes added, most of which you\'ll recognize from JK2. Like the Superman pose, the beg, or grovel pose, kneel (or think), the dancing emotes, the surrender one, hug and there are a few new ones too. Check the list included with the mod to see all of the new ones. Also there\'s a clan chat feature which is very helpful, especially if you only have a few people who are admins, but want to chat privately with just your clan. All in all, this is a great mod. It\'s not too complex, but adds some great features and leaves out the unnecessary ones like in other mods. If you\'d like to learn more about the mod, download it here, or visit the site, which is hosted by JK2Files.com at http://duelers.jk2files.com/ [/quote] I\'m actually surprised that Dueler\'s mod isn\'t more popular than it is. It\'s a great mod that just keeps getting better. Some of the newest features for version 1.1 include grapples and jetpacks. And there\'s an easily managable ban list. You can create custom votes for your server. There\'s a new force power rank and players can check to see the MotD while in game and if there are any admins available. Kicking and saber throws have been enabled for all stances and the author claims that saber collision and damage consistancy has been improved. Don\'t just go with a mod because it\'s what everyone else uses. Shop around. Try them all out. You may find that you prefer Dueler\'s mod after trying it. :) ~AmosMagee
Rampage Mod II (for SP)
level 3 jump, speed, push, pull and protect along with level 1 lightning - a pretty good mixture! You also get infinite primary ammo with limited secondary ammo. On top of that all (non light saber) NPC\'s have the Rampage Repeater (that is catchy you have to admit) but only 1 health (insane?!) So I loaded it up...and the first thing I noticed was my cursor had become a repeater, nice little touch! I found a pretty instant problem though, the very first mission of SP is impossible if you change from your lightsaber to start! You can\'t cut that bloody tree down with a repeater! Ah well after (re)starting that mission and going further, it was fun, everyone was easy to kill but man did they enjoy firing several rounds off at you first. It\'s nothing major but it\'s one of those true mini-mods that are fun once in a while. -WadeV1589-
Ninja Mod
is an incredibly bloody mod. So if that\'s not your cup of tea, steer clear of this. Otherwise, download it and play it a bit - even with just a few bots. It\'s a great mod. Usually when I test something, I just play for a few minutes, but I spent a good half hour testing each weapon and I had a lot of fun playing it. Quite a few things have changed. You have no force. But trust me, you won\'t miss it. The game focuses on melee and weapon combat. There are some great new special moves for melee and for some of the weapons. There\'s this one move with one of the star thingies, that is just a lovely spin move. You have to see it. Not sure there\'s a screenshot down there of it - but a screenie wouldn\'t do it justice anyway. The HUD has completely changed - for the better. There are no pickups, so there\'s no point in running from your enemy. You can throw your weapon, so if you\'re a good aim, you could probably chop someone\'s head off in one toss of a blade. This is a great mod that revives JA somewhat for me. If you\'ve grown weary of the same old sabering, give this mod a shot. It might breathe new life into an old game for you. :) ~AmosMagee
Dual Lightstaff Mod
Something ... in my opinion ... that is a bit too powerful and duels just end way too quickly. RED SITH has combined dual lightsabers and the saber staff and created dual lightstaffs. It\'s almost impossible for anyone to penetrate the two staffs, so you almost never get hit. And the damage that the sabers cause is just huge. Also, the author reskinned the staff saber you use for this mod. My screenshot doesn\'t really do it justice. You\'ll have to just see it in-game. So if you\'ve always wanted dual saber staffs, now you have \'em. It\'s just a pk3 you drop into your base folder, but they\'ll need to be uploaded to a server for you to use them anyone other than your own machine. Y\'know? So ... yeah. ~AmosMagee
Blasters of DOOM
(let\'s just call him Zero from now on) has created this weapons mod that changes almost all of the weapons effects to something more spectacular. As you can see from the second screenshot below, the blast from your pistol now packs a much more powerful punch. Though Zero claims that the effects for the det packs have been changed, I don\'t see it. Maybe it\'s really subtle? *shrug* I think the author changed the effects for the rocket launcher a little. The screenshot just looks washed out, but it\'s from the bright strobe light effect that comes from the explosion of a rocket. I don\'t remember that being an effect from the original one. One of my favorite changes is for the E-11. The brilliant blue light is a bit blinding, but it looks really freakin\' cool. The bowcaster now longer spits out little green balls of plasma (or whatever that stuff is); it\'s now a ball of lightning that will spray a bolt in one direction or another. Y\'know the Electromagnetic Pulse thingy? I don\'t remember what it\'s called. So that\'ll work. Well, it also has the lightning effect, but it seems to last longer than the blast usually would. The repeater\'s primary fire doesn\'t seem to be different, but the alt fire is definitely a change. A bright, pure white flash is all you\'ll see. And probably all your opponent will see too. :P The Flechette has a pretty little fireworks display with the primary fire. Unfortunately, the alt fire is just the same lightning effect used for other weapons. It would\'ve been nice to see some continuity between the two effects here, but more like the primary fire. And finally the Concussion rifle has kind of a weird blast that seems ... broken, or something. All in all, this is a fun mod that has some neat effects, but it would be more complete with some new models and new sounds. Also, I have to say that the lightning effect was overused. Other than that (and my other complaint about the Flechette\'s lack of continuity), this would be worth a download if you want a new look to your weapons\' effects. ~AmosMagee
Classic NPCs
mapname (to get cheats enabled) then type "helpusobi1" or "devmapall" and then do /npc spawn "npc name here". So it's not hard to use. The NPCs that you can use are: -Mark1 -Mark2 -Glider -Minemonster -Galak_mech -Remote -Rebornfencer -Rebornforceuser and finally -Rebornacrobat This mod is worth the download if you like all the cool old NPC's. 10/10! SanosuKe
Episode 1 Force Sounds
noticeable. Some will like it, some won\'t, it\'s one of those try it to like it (or not) mods. Nothing else to be said! Oh except for I was undecided :) -WadeV1589-
seperate pk3, so you can easily switch between red, yellow, blue, orange, purple, green and then some custom colors like Kooky, Crazy and Wacky. I didn't get screenshots of all of the colors, but the one you see (with me in it - the last one) is of the "Kooky" color. Just looks purple to me. *shrug* Maybe I'm overlooking some finer points to the gore, I dunno. This is really bloody, but it doesn't really get an "ew" from me when the colors are so unrealistic. I know a lot of you have issues with blood mods and sabers because the saber would cauterize, etc. I still stand firmly behind my claim that in that one scene where Ben chopped off that guy's arm (or hand?) there was blood. :P Soooo ... back to the review of the mod. I like it. It's fun and gory - not something I'd use every time I play, but it makes for a nice change of pace. :) ~AmosMagee
Swoop Startup Screen
lightsaber to the level shot of the t2_trip map with the Jedi Academy logo added. There are new (or just different sounds extracted from JKA) sounds added when you click on items too as well as the color changes to red when you move the mouse over a button. In my opinion, I think it's a little bland, but still looks pretty good. The only thing I can recommend is perhaps next time, the author tries to add a little more action into it. A stationary swoop isn't much to look at. I think the only people who'll get excited over this one are the extreme swoop lovers. Or, if you really are tired of seeing that Kel Dor Jedi. Either way, I think it'd be worht it just to try it out. :) -TiM
Green Mod
Everything is changed, including the little mouse-over glow on the buttons. That is all. Nothing more, nothing less. It\'s just ... green. I\'m tempted to break into the song by Kermit the Frog about being green, but I think I\'ll stop just short of that and end this review now. :) You\'re welcome. ~AmosMagee
Han's Saber Pack
bladed one) The full lightsaber mod, where the lightsaber turns into a broom (for cleaning the jka arena floors :) ) is well implememted, and the broom looks snazzy. Unfortunately this is ruined because you can easily see the lightsaber blade through the broom. Damn shame, i wanted to clean up those dirty bespin streets, but that wouldn't be any good if i slice everything apart at the same time would it? :) As for the two hilts, they are pretty good. One is the polycrystal, where a number of transparent crystals are embedded into the lightaver blade. The other is just a crystal saber, where there is only one crystal embedded in the hilt, not more - hence the 'poly' in the name. The broom isn't up to scratch, but this file still has some decent saber hilts to offer. ~Szico VII~
JediSith Startup
duelists, which look rather nice on their own, but when it's on the startup screen, it gets covered up by the menu, and all you really see is the walls and floor of the arena the jedi and sith are fighting in! (Which isn't that exiting) Jango has included a male and female version of the startup screen, but it really doesnt make a difference. He hasn't spruced up the backgrounds, or made them significantly different, perhaps using photoshop, or even paint. The only difference between them is that one has a girl jedi, and one a boy. I also dislike the noises that come with it, the 'back.mp3' sound is very loud and grating. The 'open.wav' sound is basically the ignition of a lightsaber, and although its not custom, it fits better than the other sounds. A bit of a disapointment. ~Szico VII~
Melee Mod Music Only
WinAmp/Windows Media Player, you save time and hard drive space when you get the main file. Nine songs are packed up in the .pk3. For a little under 40 MB, it's not that expensive to download. (averages about 3.5 MB per song) :) And the songs are an excellent choice. Personally, I'd take the extra time to donwload this. I agree with the author's that the musical selection is "really totally appropriate." All we need to really make this a great series is some maps and a storyline to go with it. *Coughhinthintcough* Maybe some of our resident mappers will provide us with such. :D [quote]0ne thing: don't use this pk3 and the original ladder_music.pk3 in the same directory because they'll conflict (and the original one will probably win).[/quote] Technical Data: Pros: 1. Great tunes to hack and slash to. ;) Cons: 1. Large download size. Rating: 9/10 JEDIofONE :mepimp:
Stances Mod - But Not Really!
Thankfully, Aidy fixed that in this Stances Mod. But it's not really a stances mod. It's just called that. No stances have been changed. The walk for all three sabers have been changed though! YAY! But wait ... there's more! The roll animations are also different! The roll forward kinda like, makes your character dive forward, with their body completely horizontal and then into a hand spring like thing and up. It's pretty cool. The side roll is now the cartwheel and the backwards roll - oh wait - is that even possible with the patch now? I tried and tried, and didn't get to see the Maul type acrobatic flippy thing (technical term). I rarely ever keep mini mods like this. I don't like to change my game too much. But when it fixes a few things that I didn't like, then yeah, I'm gonna use it. :) Great work here, Aidy! :D ~AmosMagee
All in one saber sounds
saber sound mods that I\'ve liked much for that reason. But some people feel that saber sounds like the ones featured in this mod are more \"realistic\" and therefore prefer these sounds. Kudos to Aryyn for giving us some choice in our saber sounds. You have some updated \"normal\" saber sounds to choose from, or go with the more scratchy Sith sound, and if that doesn\'t float your boat, there\'s always the Luke and Yoda saber sounds that have a more \"powerful\" swooshing sound. If you\'re interested in some new saber sounds for Jedi Academy, this is a good place to start. ~AmosMagee
NPC Pack 2.0
Version) Aayla Battledroid Clone Trooper Count Dooku The Emperor Exar Kun Kit Fisto Gungan Warrior Han Solo Jango Fett Ki Adi Mundi Darth Maul Obi Wan Kenobi (Episode 2) Plo Koon Qui-Gon Jinn Shaak Ti Darth Vader Yarael Poof Yoda Zam Vessel [/quote] In alphabetical order even! Mmkay, so that\'s a lot of NPC\'s you can spawn. The NPC\'s here have like, huge amounts of health to make it more challenging for you to kill them. Now, don\'t go and get the crazy idea that just by downloading this one little file that you\'ll be able to play against all of these character in Jedi Academy. You have to have the models/skins already downloaded and in your base folder. Have fun spawning allies and enemies and good luck defeating these challenging NPC\'s. :D ~AmosMagee
JK3 Weapon Sound Mod
or any number of things. Many of these mods were quite popular and got high ratings. Personally, I like the sounds just the way they are, thank you very much. But you guys are modders, it\'s in your nature to change things. :) This sound mod changes everything from saber sounds to blaster shots. According to the author, these sound changes make it a more immersive gaming experience for players. I dunno. I have to disagree. While the changes he made sound great, I don\'t think they work for the game. Yes, they are more reminiscent of the movies, but those sounds were made for the movies, not for a game. In my opinion, they just don\'t sound right. But don\'t listen to me! Download this huge file and decide for yourself. (By the way, I believe this file is so big because the author included EVERY wav available, whether he changed it or not.) ~AmosMagee
Force Grip - Force Choke Sound Effects
isn't really that different from the default version, though it is much deeper and louder which certainly makes it sound more menacing! Give it a download if you want to try it out! ~Nozyspy~
Neo Dark Ages - Version A3.16
the download link only!*** Well, what a treat we have for you today! The long awaited Neo Dark Ages mod is here and it looks fantastic! As you can probably guess from the title of the mod and a cursory glance at the screenshots below, this is a dark ages/middle ages themed mod with the ever present fantasy twist. [b]Maps[/b] There are only two maps included here, a small mountain/canyon type map and a much larger medieval village type map. The mapping work on both is very good, though it is in some aspects a little blocky and some of the textures a little lower resolution that they probably should be, but it isn't anything major and they are both very good. The village map is most certainly my favourite as it captures the fantasy/medieval village theme perfectly. Plenty of old wooden buildings placed on multiple levels with rocky outcrops and huge walls. The gate in the middle wall even has a dragon (!!) blocking the path. I did attack the dragon, but for some reason it did not cause me any damage, so I do not know whether that is a bug. That brings me on to the next major feature, probably my favourite part of the whole mod... [b]Weapons[/b] The weapons are, in a word, amazing. Some of the best weapon modelling, texturing, effects, and sounds I have ever seen. Not only is there a huge variety to choose from such as; axes, warhammers, swords, shields, pikes, banners and an assortment of more fantasy themed things like mystic looking tree branches and daggers. There are many more variations of each of these weapons to choose from as well. And that's only the melee weapons! For ranged weapons there is a crossbow which fires flaming arrows, a tree branch type thing that shoots mystical green energy balls, a dragon which sits on your back and breathes fire, and angelic wing that sits on your back and shoots angelic energy and a staff that shoots lightning bolts. Wait, I haven't finished yet! Then there is a strange mechanical looking device which shoots balls of cosmic energy accompanied by effects that look like exploding galaxies when they hit and even a cross which shoots cross shaped bolts of energy. Yes I do mean a crucifix. A strange weapon to replace the Bryar Pistol, but it was kind of fun! The visual effects for these weapons are all new and custom made and the sound effects compliment the weapons wonderfully and sound amazing. I have to say I had quite a lot of fun firing the crossbow at the bullseye targets lined up in the village map. Though I think the arrows disappear too quickly afterwards, I do not know if it is possible to make the 'arrow stuck in target' effect to last longer, but I think it would be good if this was possible, as the arrows had a habit of disappearing before I could run to the target to check my aim! I can imagine this could be a very fun game itself for people to play on servers using this mod! [b]Skins[/b] There are a massive amount of skins to choose from. Knights in armour, animal skin clad barbarians, wizardy looking fellows and assassins. Not to mention the fact that you can also customise your own character using a variety of parts from the customisation menu. As with the weapons, all of the skinning here is top notch work, high resolution and packed with detail. [b]Everything Else[/b] There are many other smaller parts of the mod, which nevertheless are just as important as the large parts like skins and weapons. The main menu in particular is worthy of special note. It still has the same layout as the base JKA menu but is almost completely unrecognisable. It looks very much like an astrolabe and the moving 'cogs' in the center circle look really unique and I loved the overall feel of the menus. As for music, that two has its own unique feel that fits very well with the theme of the mod, though personally I would have preferred something a little more cinematic, Lord of the Rings perhaps? That's just me though! Of course, no medieval setting would be complete without a trusty steed for the Knight, and yes, this mod does have ridable horses! The animation and modelling is great, but I would like to see a more open map that has plenty of space to ride the horses in, or maybe even a jousting arena? ;) [b]Conclusion[/b] This is a very unique mod and definitely worth a download. It has been in production for a long, long time; I remember looking in on the NDA website a couple of years ago out of curiosity so its great to see it come to fruition! That said this is still only an Alpha version and it has great potential to be expanded. There are quite a few features, like demo recording, a speedometer (!) and a zombie siege type mode (!!) among others! Be sure to check out the readme file for the full low down! The main thing I would probably suggest for the next version is to add a couple more maps as two isn't very many compared to the amount of weapons and skins. Overall though I think this is very well polished for a mod that is still in alpha! Keep up the excellent work guys, you have something pretty special here, it just needs to be expanded upon! :D ~Nozyspy~ ***Please note that due to the size of this file, we could not upload it to JKFiles directly. Please download it from here! The main download link at the bottom of the page contains a dummy file with the download link only!***
SWGalaxy - Jedi Academy Graphics Expansion
the download link only!*** [i]Firstly, I should apologise to the makers of this mod for the delays in getting it reviewed. Apart from the huge filesize, which was a problem for the site upload I am the only one working here at the moment (we are unable to hire new staff due to login bugs) and I have so many things to get done![/i] I have seen graphical improvement mods for a few other games, usually involving higher resolution textures or higher poly models, but here we have something rather special; a [i]huge[/i] graphical improvement mod for JKA, which not only has given the games textures a good going over, but adds some really beautiful new shader and bloom effects, helping to make JKA that little bit prettier! Before I go on though I should mention that I had some complications getting this mod to work. I run Windows 7 (XP was my old friend, Vista was evil and shall burn in hell) and I was getting the "VM_Create on UI Failed†error message in the console that stops the game from starting. On Vista and 7 this can be fixed by running JKA as an administrator and setting it to Win XP service pack 2 in the compatibility tab (right click on shortcut then properties). However this mod obviously did something which invalidated that. However, after a bit of faffing around and experimenting, I got it to work by going to my gamedata folder and doing the administrator/XP Compatibility thing on the jamp.exe (should also work for jasp.exe) and doing the same for the JAMinimizer.exe which can be found in the same folder. After that I used the mods shortcut on my desktop and it worked fine. Though when you set your display resolution and other things in game, you will need to restart the game properly for it to work. I should also mention that you need to make sure you select the correct path for your LucasArts/Jedi Academy folder in the installer as it is not set by default! Also, don't forget to use the JA Configurator Tool to make sure the mods graphical and other settings (of which there are a variety, such as menu, JA++ etc.) are right for you! And if you decide you want to uninstall it that is very easy, just use the Uninstall Shortcut and it is done in a jiffy, so you needn't worry about digging through your base folder to delete things. Anyway, on with the features! Apart from masses of revamped textures, which have been given more of a grainy, harsh look (those these can be turned off in the configurator), there are also some amazing bloom/glow effects. On their own, the textures would probably look a bit over done, but combined with the bloom effects it gives JKA a feel much more like the graphics in modern games. Daytime skies in particular look amazing with the bloom shader, though beware of snow, as the bloom effect washes out all detail in the snow texture and basically makes the ground look like a light bulb! I suppose they don't call it snow blindness for nothing! There is a completely new menu, a rather eclectic mix of new skins and the ability to have a first person view for lightsabers, among many other things! I imagine some people will not like the way the game looks with this mod, it is a [i]big[/i] change and things like bloom effects tend to be love them or hate them kind of things. Still I think this mod is well worth a try if you are looking to spruce up the way JKA looks! I think the screenshots below speak for themselves! Unfortunately there are a few bugs here and there, one i encountered was that the graphcis settings kept resetting themselves. Another one is that for some reason maps which use portal skyboxes appear invisible which renders them unplayable. Rather weird bug! I cant think what could be causing a bug like that. :S Overall though this is a pretty amazing mod, I have not seen the likes of this before and I think this is some thing pretty special, so good work to all the people who worked on this! :D ~Nozyspy~ ***Please note that due to the size of this file, we could not upload it to JKFiles directly. Please download it from here! The main download link at the bottom of the page contains a dummy file with the download link only!***
Tron Legacy Theme
is out I still haven't got it. I am afraid I do procrastinate sometimes! Anyway, this little mod changes the main start-up and map loading screens and gives the main menu a makeover, with a new animation in the center area which features a rotating wire frame character, which looks suitably Tron-y. Overall I think this is a cool little mod, especially if you are a fan of Tron Legacy. I do feel there are a few areas which can be improved upon though. My main gripe is that the images, especially on the main start-up screen are rather low resolution and show a lot of compression artifacts; those little blocky squares you often find on .jpgs which have been compressed to make the file size smaller at the cost of image quality. Other that that, I think it would be cool to replace the main menu music with something from the Tron Legacy soundtrack. Anyways, keep up the good work Zicmak, I hope to see more mods from you soon! :) ~Nozyspy~
FlufMod Patch 0.9.5-0.9.6
is pretty minor, but even so, yay for bug fixes. Here's what was fixed: [quote]- SP: Force Power Menu / Weapon Select / Bonus Style Selection Glitch: this was causing an issue when trying to select force powers and weapon selections when the user increased their saber offense. I have reworked the sequence which now forces the Bonus Style Selection to occur immediately after Force Power Selection. -SP: Mission Video Glitch: repaired the issue where Luke or Kyle start speaking immediately after a mission is complete. Now the Mission Complete screen pops up and they only start speaking once OKAY is pressed.[/quote] Considering the 1000+ downloads on the last release, this should make a fair amount of people happy. Go forth and enjoy. One note: you will need 0.9.5 installed prior to installing this. This package contains only the update; the actual mod is not included in here. -Caelum
LFPack Modification
could call it. I'm going to take up the author's offer and just quote what all he did, 'cause explaining in my own words...well, pointless! [quote]Changes: * Game Loading Screen: It changes the image that appears when the game begins to load. * Menu music: It changes to the Rebuilt Jedi Enclave song you can hear while playing KotOR II: The Sith Lords (hope this is not taken as Spam or something :P). * Console background image: Gave it a bit of blue tone but principalle more brightness. * Menu Background image: I played a bit with Constrast and Brightness :P. Also made the Circle in the center black and changed some arrows to a brighter blue. * Button color background: Made it brighter * Game Cursor: Changed it for the one you have in Jk2, and changed the "blade" from blue to red. * Server connection/ Initializing Screne: Changed the whole image. * Game Hud: Changed the hud to a one with our Clan Logo, made the hud grey, made the Health, Armor, Ammo and Force bars brighter also. * Saber Core: Althought I made it brighter, I'm not very sure that this change can be easily noted. * Lightning: I gave both the Flash and the lightning itself a blue color. * Scope: Gave it a tone of Red, changed the circle that spins when looking further, turn the power charging bar to black, and made a "cross" in the center of the scope. * Menu and scoretable: When you are inside the game, and press "Esc" the menu bar that appears on the top, well that bar was given a darker blue tone, and also to the one from the score table.[/quote] So, there y'have it. The screenshots'll tell a better story than I will at this point, so peek n' download. I command it. - Averus Retruthan
The Force Unleashed Duel Music
loop, and makes it the duel music.[/quote] We're good here. There's a youtube link in the readme to the track for you to preview it, so if y'wannit, it's yours. - Averus Retruthan
FlufMod 0.9.5 Beta
variety of custom player models and skins for [i]both[/i] multiplayer and singleplayer! First of all, lets have a look at the changes to the singleplayer side of the game. [b]Singleplayer[/b] First off it is worth noting that this mod adds a huge number of excellent custom player models and skins made by a variety of authors, for you to choose from when you start a new game. Not only that but there are also customization menu options for many of these, allowing you to refine you character even further. If you want to play as a Shadowtrooper with blue, red and black armour, then you can! ;) If you want more detailed information, then be sure to check out the readme. There is also a cool little robe toggle thing, which allows you to put on or take off your outer robes on the fly, should you decide that you would rather use your robe with the hood up for a bit of sneaking around, or maybe take it off completely when battling a bunch of Cultists. This feature is available for both SP and MP. Next up we have a revamped force points system and some adjusted force powers. The author has included two very detailed though rather long, readme\'s which outline the many changes, so rather than trying to describe them myself, I may as well let the author do it: [quote] ================================= - SinglePlayer Force Point System ================================= At the moment it is quite a HACK, but it works, and that\'s the point. Through the use of the menu system and external CVARS, I created a \"different\" (far be it for me to claim \"better\") system for the distribution of forcepoints. -Force Sense I find that the Force Sense ability is supposedly innate to what a Jedi is. \"Seeing things before they happen giving them god-like reflexes\". If it were up to me, i would code in force Sense as being the most powerful ability, instead of a simple \"item and secret finder\" that the single player game makes it, or the \"bypass mindtrick\" ability that multiplayer makes it. Thus, I have taken it out of the equation somewhat, due to my current lack of modifying ability for the Single Player Game. It is still incrementable like all other abilities, but it starts the game at level 2. -Saber Throw I don\'t like saber throw. It\'s cheap, and impracticle. (Obi Wan: \"This weapon is your life!\") The jedi should never knowingly chuck their saber around the room. Our lightsaber is all we got. (I prefer to try to play and beat the Jedi Knight games without ever using any other weapons, however the placement of disrupter rifle snipers often forces me to play sniper wars *grr*). Anyway, Darth Vader(EP6) & Yoda(EP3) are the only Jedi to have been witnessed throwing their saber, and it wasn\'t with any real \"boomerang\" control, it was simply an agressive attack against Luke and a Clone Trooper. Thus, I revamped how Saber Throw is given in the game. With the default SaberPack all sabers are generically the same: all with default values. The MOD alters this play to give each saber specific combat capabilities and limitations, some of which include the inability to throw the saber. Kicks are available to those sabers that aren\'t throwable. However, since some sabers are throwable and others are not, Saber throw starts the game at 0, and it is up to you to increase it wisely. -Initial Forces: Pull: 1 //Because of the ID-10-T error, some maps require you //to be able to Pull/push objects. Also, it should be //innate for a Jedi to be able to \"pull\" items //(ie saber) to them. Sense: 2 Saber Offense: 1 Saber Defense; 1 -Tier 1: Game Start: 6 pts Missions: 1 pt (2 if All Secrets found) Total Points: 10 to 12 Possible Pts -Tier 2: First Mission: 3 pts (5 if Saber Favorite Weapon) Missions: 1 pt (2 if All Secrets found) Total Points: 7 to 12 Possible Pts -Tier 3: First Mission: 3 pts (5 if All Secrets found) Missions: 1 pts (2 if All Secrets found) Total Points: 7 to 13 Possible Pts Total Points In Game: 24 to 37 Possible Pts As you can see I did a little tweaking with the per mission point system. If you find all of the secrets on a mission (eg: Post-mission menu shows \"Secrets Found: # of #\") then, the next mission you recieve extra force points for spending. This is remaniscent of DFII:JK. However it isn\'t perfect, as some missions have secrets, but do not actually consider them as Secrets in the \"post-mission debrief\". So, basically if after the mission it displays a \"Secrets Found\" entry, and you have found ALL of the secrets for that level, you will recieve the extra point. [/quote] Next up we have some heavy modding to the saber combat system. This is where it gets even more in depth; from what I can tell you are able to choose from a variety of saber hilts, each with unique abilities and styles associated with them. For more information, be sure to read the FlufMod_Saber_Info.txt which contains a lengthy and very detailed explanation of the attributes and damages associated with each saber. [quote] =========================== - SinglePlayer Saber System =========================== -Select any Hilt, Any Style at start of game. Sabers: Dual, Staff, Single Stances: Medium, Strong, Fast, Tavion, Desann Colors: Blue, Green, Yellow, Orange, Purple, Red. Hilts: (See: FlufMod_Saber_Info.txt) -New Style selection system based on increasing Saber Offense If you increase your Saber Offense you will recieve the option to add an additional style of your choice. This happens at the Weapon Selection Screen. If you choose not to add a style at this moment, select NONE and you will recieve no bonus style. After Hoth and Vjun you still recieve the default new style as per the game, however at this point you can as well select NONE and choose to retain only the styles you currently posess. This acts now to make SaberOffense a tad bit more important, not just style-wise, but also as your attack base. You can have only one style, but a level 3 saber offense, so you are really powerful offensively, even though you only use one style of saber combat. Finally, this does not affect the MOD oriented hilt limitations. You still retain ALL styles you gain in the game, even if a specific HILT does not allow you to use it, so be careful about which saber hilt you pick and what styles you pick for it. Especially after VJun, where you can \"build\" a new saber hilt, so this may or may not affect styles learned throughout the course of the game. Also, after the VJun mission, where you str able to select a new saber hilt, this has been altered to prevent changing saber types. You must stick with whatever type of saber you began the game with. I personally like this better, because as the game progresses, you are \"practicing\" saber techniques with one type of saber. \"Obi-Wan: If only you\'d spend as much time practicing your saber techniques as you do flying, and you\'d rival Master Yoda as a swordsman.\" Hence, you don\'t really alternate between the saber types, you focus on ONE type and get really good at it. With this as well, I believe wholeheartedly in the role-play aspects, and thus if you increase your SaberOffense with one type of saber, you should have to start from Level 1 again for a different type of saber combat. Which, since I could not code this effect with the limited resources available for Single Player mods, I simply eliminitated the option.[/quote] As the author states in his readme, and as you can see from the amount of time and detail he has put into this mod, he is attempting to add some more RPG and choice related aspects to JKA, which while it allows you more freedom in gameplay than JK2, is still pretty linear gameplay wise. I would really like to go into this mod in more depth, but the very fact of its complexity makes it difficult to test for a review since we generally don't have that much time, especially for huge mods like this. For the full effect, I would definitely recommend downloading this and starting a new game! Now, that's the major points of the singleplayer side of the mod dealt with, so what about the multiplayer aspects? [b]Multiplayer[/b] AS in singleplayer, there have been some significant changes to the saber system, as outlined below: [quote] ================================= - Saber Style Selection... ================================= Yes, I think it is rather pointless, and annoying, for Raven to have coded in 7 total saber styles, and yet you can only use at best 3 at a time. Sabering is more than just 3 distinct methods, hell its more than the mere 7 animations they\'ve included, and since I\'m not a modeller we\'ll just have to make do. Instead, I basically opened up all the styles, Tavion, Fast, Medium, Strong, Desann, Dual, and Staff, as a point based system using your Saber Offense Level. Level 1 - 1 Point Level 2 - 3 Points Level 3 - 5 Points This works out, because Dual and Staff cost 3 points as opposed to all other styles 1 point. In addition to the Saber file scripts, you can configure the sabers to bonus you with styles or limit others. Like Anakin\'s EP2 saber, is normal, but his EP3 saber and Darth Vader\'s saber both have Desann learned, so you don\'t have to buy it. On the server side, you can effect styles available with a server CVAR, listed below. As well, Bot JKB files can use the same method of saber style flags in their force power string. Using the same bit flag addition values as you would for the g_SaberStyleDisable CVAR listed below (but only for the Styles not the disable flags) you would append that value to the bot\'s personality\'s forcepower string as follows: Example: 7-1-222222202020003333-104 The -104 gives the bot the use of Tavion, Strong, and Dual styles, I think. Not too good on the whole AI section of the source code, but they all use the same parsing engine as it does for the player, so for now I believe it works, and I\'ll keep testing for later revisions.[/quote] To be honest, I really have to agree with the author here, considering that Raven used different saber styles and attacks for Tavion and Desann its quite annoying that they only included 3 styles for the single saber and 1 for the dual and staff sabers each. Its a shame that we have to resort to modding to include extra styles like Tavion\'s and Desann\'s, when I think Raven should have included these and maybe more styles to begin with so that we would have more variety in gameplay. Along with this there have been many changes to the way force powers work, from the use of force points and force regen times, to adjustments of the various force powers, such as having to hold down the force speed (now called force dash) button in order to continue using it, which makes sense, as like the author says in his readme, Jedi don't just \'turn it on and off\'. There have also been some adjustments to saber throw, meaning the saber now flies in a strait line, a la Yoda in Episode III, and you now have to go and pick your saber up afterwards, as it no longer returns automatically to your hand. There are many more adjustments which are explained in greater detail in the readme, which I wont paste in here since those alone are about three pages long! For more info be sure to read the readme! So what does the author have planned for future versions of this mod? [quote] ================================= - Future Plans ================================= First let me note that help is ALWAYS appreciated, especially from the fine folks at the filefront.com forums and elsewhere on the \'Net who help point out certain things and help me seek the location for things as well as offering advice, pointers, and general answering of foolish questions modders like me sometimes need. So anyway, in the end, this section is just a list of things I would \"like\" to do in the future, but can\'t because I suck. - Update Saber Deflections of standard Blaster attacks. I\'d like to change it so that it would deflect some on its own, but if you actively hold a key to \"contribute\" extra attention, your deflection rate skyrockets. Very rarely did you see powerful Jedi affected by blasters, especially when they were concentrating on deflecting the missles. I\'d like to add the Concentration. - Update a \"Sense\" radar. I dunno how exactly I\'d do this but I\'d like to make some sort of radar that would indicate hostile intention in a specific direction, for those rare moments when that 2D screen is just to limiting on the peripheral vision it would be nice to have the force work for us, point out where that last shot came (or is coming) from. [/quote] Personally I think both of these ideas are excellent. The idea for the saber deflection modifications reminds me of the Star Wars Episode I Game, where you actually had to use the attack button to deflect blaster bolts, which I have to say was much more satisfying than just having it done for you! I also like the \'sense radar\' idea, this would be very useful in FFA\'s and it could also be quite useful on singleplayer, when you see the beam of a disruptor rifle graze your shields and want to know where the shot came from. All in all a [i]very[/i] in depth and complex mod here. This wont appeal to everyone of course, but I am sure some people will absolutely love it! Just a note to the author for next time around though, I think it would be a good idea to include a simplified readme with a briefer outline of the features to make it easier for newbies to get started with the mod and also for the benefit of us reviewers to be able to quickly see what the mod features without having to do a lot of reading or hours of play-testing. ;) Keep up the good work JaedenRuiner, your modding skills are impressive, most impressive! ;) ~Nozyspy~
Kel Dor & Rodian Male Sound Fix
taunt and how human it sounded for the Kel Dor and Rodian Jaden. So what I\'ve done is edited the sound.cfg of each and replaced them both. Kel Dor now uses the Gran sounds for grunts and taunts. The Rodian Jaden now uses the actual rodian soundset in MP. Sounds pretty straightforward, right? There is, unfortunately, one issue: the Rodian Jaden still uses its old sounds, despite this mod. I suspect the reason for this is a typo in a folder name: \'jedi_rdm\' should be \'jedi_rm\'. Despite that, I like the Kel Dor sounds. I\'d still like to see a second version that actually replaces the Rodian Jaden\'s sounds though wink Neat little mod - you know you want it if the Kel Dor Jaden\'s sounds annoy you. -Caelum[/quote] n\' MagSul sed this: [quote]Holy crap, that\'s embarrassing. I tested it, it worked. Y\'know why? You were right caelum! Tis a bad idea to save your own mods into the assets, things get beffuddled. I already had the original one (that worked) in my assets0. When I made that it was a quick re-slap together and presto - typo. My bad. I\'ll send the fixed one in. o_o [/quote] Then this thing said: [quote]IMHIERREVIEWPLZ[/quote] The end. - Averus Retruthan
Alternate Title Menu Video
years. What MagSul\'s mod does is replace the old video that appears in the center of the main menu for both singleplayer and multiplayer, with a brand spanking new one featuring Kel Dor Jaden battling a Rodian Jaden (paradox anyone?) using the animations from the Jaden Vs Alora final battle on Taspir III. Not only that but it removes the pesky grid over the video so now you can see it better too. Personally I think that fight sequence at the end of the Taspir level is one of the best looking and best animated in Jedi Academy, and its great to see a little snippet of it displayed on the main menu. The only complaint I have is that the video is quite pixellated, however I don't know what kind of limitations there were on video size and quality, so it may be that this is the best that can be used in the main menu area. Nevertheless, this is a very cool little mod, be sure to give it a download if you like the look of it! :D ~Nozyspy~
Royal Guard Pack v2
dog95\'s bot support for said skins and bringing them over to JKA. Now dog95 is back with an update which adds an interesting Single Player mod. I should point out that you should only use one of the .pk3 files included here, as one of them is just the compilation mod from last time and the other; RoyalGuardWithDarkside.pk3 is the one that mods the singleplayer side of the game. What the SP mod does is switch round the characters in singleplayer, so that Luke becomes a Shadowtrooper, Kyle becomes Carnor Jax, Stormtroopers become Rebels and Cultists become Jedi. I suppose you could say it makes it like you are at an Imperial or Dark Side academy as opposed to Luke\'s Jedi Academy! Well, that's it for the updates, so below I will paste in my original review from last time around about the original mod! ~Nozyspy~ [quote]Ever fancied pitting your wits against some Royal guard bots, maybe even spawning an army of them to fight? Well now is your chance! What this mod here does is take Eric Landreneau\'s classic JK2 Royal Guard/Carnor Jax/Kir Kanos skins and breathes new life into them by not only making them available for JKA but also adding bot support to them as well! If you want to use these skins in singleplayer there are console commands included in the readme that you can use to change your playermodel in SP. Not only that but dog95 has also added HOUOU\'s Katana Pack for that extra dose of realism! Even though this is mostly only a compilation pack, it is nice to see these classic skins in JKA and enhanced with bot support! Be sure to give this pack a download if you like the look of it! ;) [b]New Sounds:[/b] No [b]Bot Support:[/b] Yes [b]Team Support:[/b] Yes ~Nozyspy~[/quote]
Katanamaru Backhand Styles
sabers. -------- To start off, I\'d like to point out something that wasn\'t made entirely clear in the readme: [b]This mod is meant for Single-Player[/b] Now, the actual animations aren\'t that bad, but there\'s clear and definite room for improvement. To start, I found the slashes to be veeery slow compared to their normal counterparts. Not only that, but attempting to use any of the single-saber stances result in not being able to move at all. Also, the block/deflect animations still act as if you were wielding normal sabers. On the plus side, what the author did to the left/right lean animations was pretty clever. But then there\'s the cinematics. Well, to put it simply: [b]Just skip them.[/b] Why? Because Jaden Galen simply stands there, no animation at all. Probably has something to do with how the backhand stance is achieved. But aside from that, this stance pretty much works. Only a hand-full of problems to deal with. You\'ll know if you want if, you backhanded addicts. :P ...Why are you still reading this? Seriously, you\'re creeping me out... -.o ~Crazy ...Ok, seriously, stop reading already!! I\'m warning you...
Darker Lightsaber Blades + Core
cores to be closer to the blade color than actual white. It achieves this by making the very center of the core (but not the edges) transparent. [b]Review:[/b] When I opened the pk3, I saw what I thought was a bad job of a good idea. But when I tested it in-game, I was surprised to see that, as simple as the image editing was, it got the job done, and you couldn\'t tell the difference. No joke. This could have been (and probably was) done in paint bucket, but you\'d never know. +1 for that. There\'s not much else I can say. It does as advertised, no bugs, just stylized saber cores. Who knows? This could be just the file YOU want. ~Crazy
Obscura (awesome game)...but I digress. For those who have no idea what I'm babbling about, here's what Wikipedia says: [quote]The term denotes works set in an era or world where steam power is still widely used (...) but with prominent elements of either science fiction or fantasy[/quote] This [i]teaser[/i] pack contains a steampunkified weapon and a steampunkified skin. [b]Steamtrooper[/b] As you can see on screenshot #1, a very spiffy looking, slightly rusty, steampunkified snowtrooper. It's a separate skin, so it doesn't overwrite anything. Not to mention it has team support. My only possible gripe is the lack of stormtrooper sounds. Nice job though ;) [b]Starzapper[/b] As you can see on screenshot #2, this is a steampunk E-11 reskin. It comes with some very neat sounds & effects, and gives me a tendency to run off to the first server with guns enabled I can find. My only gripe? StarZapper.pk3 makes the Bryar blaster pistol go textureless; presumably a bug. Now go download if you like the way these look, or I shall be forced to smack you with a spoon. -Caelum
Random Duel Mod Demo
basically; the mod contains a series of encounters, usually between 2 people, though more may be added depending on the situation. A number of these encounters are just random and non-canon, as the mod itself proclaimed...and some of these are just plain...silly? Before I get into the encounters themselves, let me just first state that there are a lot of things to look through. The majority of these encounters are very simplistic, with no real set objectives(as long as you don't die, you can do whatever you please,) with only minimal guidance from menu/levelshot info. Some of these could be as simple as 1v1, and some of these can be a [b]HUGE MESS[/b] of NPCs. Like, Metro Crowd squeezing into a clown car mess. I shall now take this time to describe some of the individual encounters, to give you a better idea of what to expect. [b]Episode 4-6 Encounter Samples[/b] [b]- Luke vs. the Rancor:[/b] A classic ROTJ skirmish that takes place in the Raven rancor duel pit map. Honestly, this battle was way too biased, as are both beast encounters, as playing as a beast in this mod gives you no advantage whatsoever. Essentially, if you've ever tried /playermodel rancor and wampa, you've seen that your attack cycle is practically infinite, and somehow this works out to your detriment, as I was completely unable to hit Luke and ended up dying faster than the rancor ended up dying when I was playing Luke. Lame. [b] - The Deathstar Assault:[/b] This is one of the mock spacebattles that the mod promises to give you, except...well basically, instead of you driving the vehicles that Jedi Academy snuck into the mix, you're just a regular player with the X-wing model. You basically get a slew of default Raven guns with different EFX and sounds, and you fight probe droids disguised as tie fighters. Each encounter like this has a custom map, all of which say "rushed" to me. [b]- The Battle of Hoth:[/b] This is just one of those maps where basically, there's a HUGE pot of NPCs and you have to shoot the opposing side down. Apparently every Hoth rebel had the ability to cartwheel like a matrixer and the snowtroopers were not so blessed. The map is a sloppy snow plain with some rigid placement of snowtroopers, other NPCs, and hoth map objects in random locales. Overall, a huge lag-fest for lower-end PCs. [b] - Tusken Ambush:[/b] The fascinating tale of how a tusken who can jump 8 feet in the air led an ambush party to destroy Luke Skywalker and Ben Kenobi. This just made me facepalm because the map is basically a rectangle with a single ridge in it, and you play as a tusken with force and can square off against an old jedi master. Yeah, very meek execution
ForceMod III: Classic Edition
glorious ForceMod III: Return of the Sith. This mod would come to prove insanely popular during its age, and its class-based combat had a little something for everybody: Gamers and RPers alike would fawn over this game for years. Then, overtime, it faded into obscurity.... until now... Introducing ForceMod III: Classic Edition, an expanded version of ForceMod III. As stated by the author: [quote]ForceMod III Classic Edition picks up where the orginal ForceMod III left off. With Azymns permission to continue the series we have incorporated many new changes in this version. This includes new animations, new menus, a completely overhauled saber form and melee selections.[/quote] Sounds like a sweet deal, doesn't it? Well, it just so happens that this deal is a bit raw, unfortunately. Here's about the only thing that makes a difference: - The menus. That's about it. It turns out the new animations came from a BETA version of the Open Jedi Project, and thus he basically got the placeholder animations. There are, in fact, new and superior animations, but looks like this new guy didn't get 'em. Basically, what this means is that every gun you fire looks like you're firing a pistol, and lemme tell ya, it looks highly undesirable, thus making the mercenary classes less appealing, which sucks, since that's half the classes there. The saber form and melee overhauls are almost purely aesthetic, taking the animations for the OJP saber system and essentially applying them with few of the additional mechanics. End result? Eh, some of the saber forms from OJP remain intact, chainability included, but honestly it was probably still better fit for OJP. There seemed a little too much work gone into prettying up the saber and form menus, which, given their design, doesn't seem to really allow much of saber selection. You're either stuck with what's on the menu, or you'll have to shoehorn your custom saber in through the console(assuming it's even possible.) As for the melee, nothing much else to speak on. The menus? Eh....you can read about them in the readme below. I guess wiht all the cute little additions it could possibly call people back to the mod for a little bit longer, but I'd fix the following: - Droideka Shield shader - Get the newer gun animations. - If the options open, get a saber menu that permits selection of custom sabers. Get those fixed, n' methinks you may yet save this. Otherwise, it just seems like adding a spoiler to a car: Makes the product prettier, but that's about it. Y'all are welcome to give it a shot. It might inspire a bit of interest in FM3 once more. - Averus Retruthan
The Clone Wars Lightsabers Version 3
opinion, it's a little less realistic - the environment looks like it's full of fog. The yellow glow has also been modified. There's still an issue here that plagues this mod badly. As Averus pointed out in the previous version, the saber menu gets really messed up when you install the mod. When I used it, I got a duplicate of every saber and a few blank entries at the beginning of the list. I think you forgot to mark the SP saber files for SP only or something...that needs fixed badly. Mods are more usable when they don't goof up the entire menu list. ;) Aside from the nuclear explosion on the saber menu, this isn't bad. Check the screenshots to see what it looks like, and if it suits your fancy, you know what to do with it! ~Dretzel
The Clone Wars Lightsabers and Sounds
whatever..." and there are so many ways you can make a glowstick, as far as I'm concerned. This one is supposed to mimic some of the newer animated Star Wars media, which I refuse to follow in any way, shape, or form, so my knowledge of them is next to nothing. However, I decided to look at a promo poster of the Clone Wars movie to see what the lightsabers look like. Yep....a big fatass white core with completely rounded tip and very clear cut, distinct amount of dark, solid glow. Welp, there's his visual accuracy points for him ._.! The sounds are pretty much ho-hum, nothing most of us haven't heard before, but they're at least of acceptable quality, so no harm no foul. Now, onto some caveats: [b]- Mod replaces orange color with blue:[/b] Bad call. Trust me, you may think nobody uses orange, but there are those of us who do. Hell, [b]I[/b] use orange =_O!(Luke had me sold with it on the cover of Shadows of the Empire novel
Hanziness' Loading Screens
writing on a black screen, number two has a large blue lens flare in the center and number three is sort of cloudy or foggy. My personal favourite is the second one, since I think it fits best with the style of the JKA menu's and colour scheme. All have the title: Jedi Knight: Jedi Academy and a disclaimer at the bottom followed by a link to the Dead Reefs Mod Network site. Needless to say you should only put [b]one[/b] of the included .pk3s in your base folder at a time, otherwise they wont work! Overall not bad work here, although I think it would be cool if there was a bit more to look at on these loading screens, as they are a little plain, and the font used for the writing isn't really very 'Star Wars-y'. I look forward to seeing more of your work in the future Hanziness! :) ~Nozyspy~
The Force Unleashed: Ultimate Sith Edition - Lightsaber Blades
blades look like in The Force Unleashed? Well I have no idea since I have not played it yet! I'm still waiting for it to come out on the PC, not long left now! :D These blades are obviously meant to resemble the saber blades from TFU however. From what I can tell, the only major change since the last version is that the tips of the saber blades are now more rounded instead of being pointy like in the previous version. The famous black and white lightsaber blade also returns in this mod. How a black blade can emit a white aura is beyond both me, and the laws of physics. But hey it looks cool and it is Star Wars! ;) The only problem with the black and white saber is that it replaces the orange saber, so if your favourite saber colour is orange, you might be disappointed. As for improvements I think the main things that need some more work are the tips of the blades because if you look closely you will notice that it looks like the very end of the blade has been clipped off, leaving a straight line right at the tip. This looks a bit odd close up, but should be too much of an issue generally speaking, but its always good to hunt down and fix those bugs! I'm glad to see more The Force Unleashed mod's here and I hope to see more in the future (although I would definitely like to see some TFU themed maps!) but I do think this mod needs some more work to polish it up. ~Nozyspy~
The Force Unleashed HUD v4
force i have made it so you can get the yellow from when you use enough force and when there is yellow you can't use the force like TFU[/quote] The changes from v3 to v4. Now personally I don't like this much due to the low quality and blurriness, but for you hardcore TFU fans this will be fun to have. ~Authuran
Dark Side Perspective Mod v4
ease of use. First off we have a mod which isn't really 'Dark Side themed' but nevertheless does fit well with everything else in the compilation (since its red and sort of evil looking); an Alien Vs Predator 2 style crosshair. Next up we have a mod which changes the colour of force lightning to… you guessed it! Red! To be honest I have always thought that red lightning looks much scarier and more evil than the normal force lightning. I seem to remember that Darth Maul, in the final boss battle of the Episode 1 game, used red lightning against the player. Maybe that's where it stems from? Anyways, this is a simple change, but it is indeed effective and I like it! Next up we have a saber stance mod which is supposed to give you a back-handed lightsaber stance like in The Force Unleashed. However the only stance this seemed to affect was the stance for the staff saber, rather than the single saber style as I was expecting. Last up we have the HUD mod, which is basically the same HUD as the default JKA one, but in a red and black colour theme which fits well with the rest of the red themed mod's in this compilation. There are also some interesting additions; the first one you will notice is the new splash screen that shows when you start up the game. Whilst this looks ok, I think it would have been better fitting with the theme of the mod if it had a Sith character on it, or some red lightsaber's/lightning to indicate the Dark Side connection. There is also a .exe to start the mod, although this isn't necessary since the mod starts up with the game if you just place the .pk3 in your base folder. Also included is a cheat .cfg file, if you are so inclined! Lastly, there is also a new load screen based on the one with the two characters duelling against the starry background, you know the one. This has been edited slightly with… oddly… the addition of a few bell peppers?! (Yes, the fruit!) I'm not sure what that's all about! :P Whilst the author didn't make these mod's, I must say I am glad that they have been compiled into one easy to use mod, rather than having to look all over and download each one individually. All of the mod's fit well together despite being made by different authors (who's names you can find in the included readme's) so I must say well done to the author of this file for finding and compiling a series of mod's which fit so well together. Overall a nice compilation mod here, if you want to take a walk on the Dark Side, then give this a download! :) ~Nozyspy~
Xode's Minimalist RP/The Force Unleashed HUD
game modes where your current health and shield levels are not your primary concern. The design was also loosely based off images of the HUD from The Force Unleashed.[/quote] First off I can tell you this is an impressive HUD, even if somewhat small. Its all there, health, shields, force and ammo, although the ammo and shield bars are much smaller, in line with the authors idea of this being mainly for RP gameplay. Nevertheless though, this is still perfectly suitable for any other gametype as it has all the essentials in there, even a saber style indicator, all wrapped up into one small stylish HUD. It's not intrusive and doesn't get in your way, which is always an important objective for a new HUD to fulfil. Overall I think this is an excellent quality HUD mod, although like I said, it would be nice if it was a little bigger so that the shield and ammo bars are a little clearer, making it even better for the rest of us players who don't really do roleplay. All in all good work here! If you guys like the look of this, then be sure to give it a download! :) ~Nozyspy~
TFU Force Push
pushing jawas at least 300ft across the map off of a hill
Star Trek USS Kelvin Makermod Script
have a new Makermod script which when used will create a replica (although not to scale obviously!) of the doomed USS Kelvin from the latest Star Trek movie. Yes I am aware of the sacrilege of putting Star Trek files on a Star Wars mod site, now shush. :P Overall this is a really cool little file here and as you can see from the screenies below, the results are impressive. Pretty accurate too, and what's more you can even go inside the ships bridge. ! Although I'm not too sure Starfleet will be pleased about those Jawa's in the bridge there… If you are a fan of Makermod or Star Trek, or both, then be sure to give this file a download! :) ~Nozyspy~
The Force Unleashed Hud v2
they do indeed look quite a bit smoother. This time around there are two .pk3 files in the .zip, one for the ordinary HUD which only has the force and health bars and one which has a bar for the shields too. I would suggest working some more on the shield bar for the next version though, as I didn't notice it was there at first. The bar itself is grey and very thin, which makes it difficult to pick out from the rest of the HUD. Again I would also suggest working on making the increments with which the status bars go up and down smaller, as the status bars are necessarily very accurate. Overall though an improvement on v1 and I look forward to seeing how v3 will turn out! :) If you like the look of this mod, then don't forget to give it a download and be sure to give the author some helpful tips in the comments section on where and how he can improve his modding skills, especially if you are a fellow modder! ~Nozyspy~
The Force Unleashed HUD
of your screen representing your force power and health. It does really need more work though. One of the main things is that it doesn't have a shield status bar, which makes it impossible to know what your shield status is. Also the increments with which the bar goes up and down are quite large and there are also no numbers, so it isn't necessarily accurate as regards what your health and force status is either. Fix those problems and make it a little tidier around the edges and I am sure we will have a fine mod here! :) If you like the look of this mod, then don't forget to give it a download and be sure to give the author some helpful tips in the comments section on where and how he can improve his modding skills, especially if you are a fellow modder! ~Nozyspy~
+11 Trainer
with the console won't find any use for it. Basically, this mod binds a bunch of cheats/NPC spawns to several keys on your keyboard. This is something I did ages ago for debugging maps, so like I said, I don't have a use for it. I was somewhat amused by the chat-spam bind...quite childish. The other thing is that when you run the 'uninstall' script to remove the binds, it does not replace the original binds you had. I'm pretty sure this is possible through a little trickery...it's not a big problem, but it's one of those things that makes people a lot more likely to use your binds. Bottom line, if you like the way this mod binds keys, download it. ~Dretzel
Green Lasers
file...the disruptor's blast flare changes halfway to green - it flashes green and the red really fast. That's a rather interesting combination of red and green there... XD Might want to fix it. Simple, does what it's supposed to...for the most part. I'd suggest fixing that minor bug. ~Dretzel
Jedi Outcast Saber Cursors
colours too! In the .zip is a choice of yellow, orange, red, purple, cyan, blue, green colours, all you need to do is pick the colour you like and put the corresponding .pk3 in your base folder, and voila! Just make sure not to put more than one of the .pk3's in your base folder at a time, since the mod wont work properly if you do. Overall, a small but cool mod here, I think this is one that I will keep in my base folder! If you guys want a piece of classic JK2 in JKA, then be sure to give this a download! :) ~Nozyspy~
Fire Hud
the colours of the HUD to a fiery colour palette of reds, oranges and yellows and in each corner of the HUD is a small flame. Personally I think this is a pretty cool looking HUD, although I think it would be good if the health, shield and ammo bars etc. could be made to look like fire, molten lava or metal, or maybe some hot coals or something, rather than just being re-coloured. Overall though, I like the idea, but I would like to see it expanded upon more for next time. Keep up the good work mate! :) ~Nozyspy~
Menzis' Shadow
mod is based off another author; Menzis, idea of modding the player shadow. From what I gathered from the readme, this unique shadow, in the form of a crow, is meant to be used with the [file=88204]Menzis skin[/file]. Since I am not really familiar with the aforementioned mod's, I will review this mod based on its own merits. As I said at the start, modding the player shadow is an idea that had never occurred to me, and until now I was unaware that it had been done. Obviously being in the shape of a bird, a crow as it says in the readme, this shadow is very unusual, and as I said before, it would appear it is meant to be used with Menzis skin mentioned in the readme. This is a fairly simple mod, so there isn't really that much to say. It is certainly a very clever idea, and the shadow itself looks good and sharp. The green eyes are a little odd, although from looking at the Menzis skin the colour scheme seems to be green and black, and so I guess it makes sense for the eyes to be green on this shadow. It certainly looks creepy, that's for sure! :eek: All in all a decent mod here. Good work mate, I look forward to seeing more of your work. This is definitely a clever idea and I hope to see some more player shadow mod's around! If you guys like the look of this, or have the Menzis skin and want a matching shadow, be sure to give this a download! :) ~Nozyspy~
Screen HUD
and retexture it a bit, but not Darknrd. Darknrd has created a HUD which I actually really like for a number of reasons. For one thing it's small and doesn't take up as much room as the old HUD did. Another reason would be that it is simple and yet pleasing to look at; Darknrd hasn't ruined it with lots of superfluous touches but he has made it cool enough to make it, well, cool. All of the colors representing the force, shields, and health are placed perfectly and I really like the way that they kind of drain down like a sink draining of water. My only suggestion would be to make the draining of colors for the various attributes be more gradual, rather than blocky like it is now. If you want a new HUD mod, give this a shot. I know this is staying in my JA+ folder for a long time. ~Laam'inui
Star Wars - Masters Of The Force Stances
that that the makers of JKA didn't make the animations more lifelike. Especially considering the improvements modders have been able to make. But, of course, Raven had time and monetary constraints that modders don't have, so I guess there is a good reason! Here Jesus Fernandez Garcia brings us a mod, which brings together many new improvements to the lightsaber stances and other animations (including the jump animations and force power animations) for JKA. A full list of the changes to the animations can be found in the readme. So what are these new animations like? Well, very good I would say! The jumping animations for one look more natural I think, especially the speed at which the jumps are performed. The roll animations also look more natural, though I think the distance covered when you roll is a bit too much. All the saber stances have been changed and I think they look cool, especially the new stance for the staff saber which looks very sweeping and dramatic. There do seem to be a few bugs when transitioning between certain animations, but these aren't serious and aren't that noticeable either and overall I think all the new saber stance animations look very cool. After many years of playing with Base JKA animations, these are a refreshing change! :) There are also changes to the force power animations, including push, pull and grip among others. I think these too are a good improvement over the default JKA animations although the changes are a bit subtler than with the saber stances. For improvements I would suggest working on making the transition between animations a bit smoother, they do look a little jerky sometimes. I don't know whether this is possible, but I think it would be cool to make some new animations for the Kata attacks too because I think that would be a refreshing change to the lightsaber combat in JKA. All in all a cool mod here which brings a lot of nice changes to the game. I definitely think this is worth a download for anyone who would like to see some more natural player animations in Jedi Academy! ~Nozyspy~
Single Player Dark-side conversion mod
jedi change places, Tavion changes to Jan, Kyle changes to Boba Fett, and Luke changes to Desaan. Now. since this is your first mod, I won't be overly harsh, but still, a bug report is helpful. There were a few bugs I found: Desaan is an overscale model, so whenever he walks around, he goes a little too far forward. Kind of funny, actually, since he walked right through Jaden on the first level. After Ragnos posesses Jan in the final battle (light side ending), she changes to a missing texture. This is probably due to a shader remap, so not a really big deal...I don't even know if that can be fixed, actually. Also, there were no voice changes, but c'mon, that would have been a LOT of work. If you like the sound of it, have a go! ~Dretzel
Spider Web v1
get mapped onto the effect, the web isn't even recognisable. You have to pause the game at close range to see it. In all honesty, a texture can't do a spider web justice. It needs a whole new EFX file. Why not give that a go? :) NOTE TO THE AUTHOR: PLEASE TOGGLE CAPS LOCK OFF BEFORE TYPING YOUR READMES. CAPITALS DO NOT GRAB PEOPLE'S ATTENTION - THEY JUST IMPLY THAT YOU ARE SCREAMING AT THEM. ~Dretzel
AdZ's Force Mod
animation is not included for functionality purposes. Since its the same, I will simply copy my review, just disregard the drain part... [quote]Well, I don't know about the rest of you, but I loved the V1 of AdZ's Force Mod, and am excited to review the next version.. This mod certainly doesn't dissappoint, it not only gives a new and fresh look to the effects shown when using the force powers, but includes a whole new set of icons for each power which look far better than the default, and far better than the v1 icons. So i'll start with saying that the icons are great, and for them alone, I would keep this mod. Now moving onto the effects themselves: [b]Lightning:[/b] There are not only new effects for the lightning power, but he has also included new sounds. The sound is nice, however i'm not sure if I would say it is better, certainly different though, and quite nice for a change. The lightning effect itself looks great though, and definately and improvement that I liked. [b]Mind Trick:[/b] Basically this power consists of small pink/purple dots flashing above a players head, i'm not sure why a purple colour was chosen, but it does look good, so cant complain about that! [b]Protect:[/b] Ok, the protect effect doesn't seem much different, it basically seems like a thinner and more transparent version of the default, but it also doesnt move around the skin like before, its more of a static effect. I never did like the default, and this new effect is a much more subtle and nicer effect.. much easier on the eyes for an old sod like me. [b]Drain:[/b] Now, for my favourite addition... the drain effect. This new effect is completely unlike the default, its more of a haze of red energy been pulled from the other player, rather than a lightning effect. I absolutely love this new effect, however I would prefer if it was slightly smaller, it covers a large amount of your aim, which might get difficult in the midst of combat, other than that its fantastic. As an addition to the new effects, the grip animation from the V1 version has still been included, but the animation itself has been made to go faster, and as an added bonus to the pack, he has also included a new flame burst / flame thrower sound. All in all, a fantastic force modification here, great work AdZ.. I hope you make a V3, i'll be keeping my eyes open for it, and for any other file you release! I COMMAND THEE ALL TO DOWNLOAD OR I SHALL STEAL YOUR SOULS AND PURGE YOU INTO THE UNDERWORLD... nah not really.. but seriously.. download this... *evil glare*[/quote] - AmonRa
Less Annoying Console
little 'busy' with the moving background and all. If you didn't like the base JKA console, then this mod is worth a try for you, as it replaces the console background with a plain orange-brown background with a little smiley face in the lower right corner, a nice little humorous touch! ;) Not much else to say besides that, since this is only a small mod. Nevertheless I thought the smiley face was a nice touch, and unlike the base JKA console, where you cannot see black text because of the black background, all the different colours of text show up on this. I must admit, this was the most annoying thing about the base JKA console background for me. If you guys fancy a new console background, then give this a try! ~Nozyspy~
Throwable Saber Staffs
small mod enables saber throw on saber staffs in single player mode. Quite deadly, as the author said, and I found it quite fun to play with. In addition, enemies will also pick up this ability, so be ready for some more action! ~Dretzel
Warcraft Quest Icon Chat Bubbles
be a fan of WoW to appreciate this mod though, as it is just a chat bubble replacement mod. Included in the .zip file are two .pk3's, one makes the chat bubble into the Quest Start icon, and the other makes it into the Quest Complete icons as seen in WoW. These are a question mark and an exclamation mark. Do bare in mind of course that you should only put [b]one .pk3 in your base folder at a time[/b] depending on which one you want to use, make sure not to put them both in. This is a fairly simple mod, but I'm not really a fan of the base JKA chat bubble, so any mod that replaces it is a welcome change. Overall, good work here, if you guys like the look of this mod, then give it a download! :) ~Nozyspy~
Gold Saber
Star Wars - Privateer
I just prefer professional sound equipment and what have you >_>. So, rather than ruin the story, I'll just give a basic synopsis for those who aren't informed on this series: Your character is Nina Delenda, a commander of a private army(hence Privateer, which actually led me to believe this involved pirates
Offline Training NPCS
annihilate (or have your rear end served to you if your anything like me), pretty simple they use each of the three saber types and jump just as much as any other spawned fodder does. They only have 300 health so can be easily dispatched with a well placed poke, or spin if you like to exploit to cover your lack of actual saber prowess, ok no more rant from me. Though I must add these NPCs can be achieved through the use of simple console commands, why not take full advantage of having the work done for you. Very usefull if your a beginner and would like to get a bit of practice in without having to worry about the endless ammount of taunts that go hand in hand with losing fights. Although I must quote one wise line from the readme, "Nothing beats the training that comes dueling other players." If your new to the game or just sick of acting as a glorified meat shield then give this a download. -Sciacca
bloodPLUS revision 4.1
but anyways, that's just the way I feel about it. Here we have a new blood mod from the very aptly named bloodthirstydood, which adds some new features over the previous version of his mod, as listed in the readme: [quote] This is a revision of a mod by me already on here. It covers dismemberment as well. What is new: new look, better effects, simpler images.[/quote] As he also mentions, this mod works in both Singleplayer and Multiplayer, although in Singleplayer there appears to be extra effects available, whereas the Multiplayer version is a little more limited. There are some new 'fleshy' splattering sounds for when you hit people and you get more of an explosion or a cloud of blood, rather than a simple splattering or spurting. Although I must point out that since a Lightsaber would cauterise a wound as soon as it cut through the flesh, there probably wouldn't be any huge spurting or splashes of blood. :P Ehem, if Lightsaber's were real, of course! Anyway, if this mod is your kind of thing (although admittedly it isn't to my tastes) then give it a download! ~Nozyspy~
Saber wars
will have to use the cheat "give all" in order to get your saber back. Or else it is alomost impossible to complete the level.[/quote] Force Grip/Lightning will save that. HAR! - Averus Retruthan
thought of as a good idea. There's basically one reason: no combos! A 2D sidescroller arcade is chock full of button combos that must be rhythmically executed. Ain't no hadokens that can be made here v_v only JA's combat, which DEMANDS 3D environment to become even remotely entertaining, as the attacks . Worse yet, you have to "adjust" your mouse(not even sure what he meant by adjusting your mouse meant.) Regardless, this required more work than what was put into it. More forward directed combos, rework the controls menu, and don't put your own JAMPconfig.cfg in. *sighs* Honestly, It's hard to say anything entirely pleasant about this mod, but I do appreciate the author's valiant idea and his enthusiasm, but honestly, this genre demands very specific controls. Nowadays, you could get away with a 3D sidescroller combat with 8-Way Run (coined by the Soul Series.) Case in point, more work overall plox. Doom befalls those who try and take a shortcut! Do not be afraid of trying to demand more out of JA's code. Things can be achieved, if you try =_= - Averus Retruthan
Glowing Blood
look to gameplay. As far as I'm aware lightsaber wounds dont bleed but a bit of gore doesnt hurt anyone. There isn't really much more I can say about this mod, there are no bugs that I have seen so theres a plus. Give it a download if you like to see your murderous acts in the dark. -Sciacca
Stormtrooper Rosh
business aside, this mod feels a bit sloppy. Whilst the conversion to Rosh to Stormtrooper Commander was easy, the author ATTEMPTED to make Rosh's soundset sound like a stormtrooper....partially, meaning some sound the same still. When I saw the word partially, I just shook my head in disgust. Either all or nothing, please -___-; you just ruin the already ruined immersion in the JA SP campaign. Worse yet is that it just sounds like an altered Rosh with a bucket on his head. I'm not familiar with Goldwave, but I'm sure there has to be SOME kind of intercommish filter you can run it through. This one just sounds...off. I guess the only other thing I question is the use of the default Raven stormtrooper versus the new and improved [file="24382"]trooper by Hapslash.[/file] Sure, it'd require a bit of crediting and what not, but honestly, the default Stormtrooper choice is probably going to draw less people to the file. That's about it. I'd definitely suggest, at the bare minimum, redoing or finishing up your sound conversion. Payoff is definitely equal to effort inputted here. - Averus Retruthan
various refinements that the author has made since the last version, the essence of the mod is summed up pretty well in the readme where the author explains: [quote] This Mod replaces force choke with telekinesis (Moving people around with your mind), makes people react in a cooler way when you force push them and replaces close range drain with choke.[/quote] After trying this mod out, I can say that I much prefer the new animations for enemies when you force grip (or Telekinesis should I say), they look much cooler and more cinematic. The same can be said for the new force push animations as well, enemies now look like they are being knocked back by a powerful force, rather than just falling over. I couldn't quite get in the right scenario ingame to test out the new force drain animation, which is replaced by the force grip animation at close range, however. Altogether this a cool little mod, and considering that it makes enemies react more realistically to your force attacks and also makes the animations of such look much cooler, I think this is a mod I will be keeping in my base folder! :) Make sure to give this a download if you like the sound of it! ~Nozyspy~
Mystic Forces Clan HUD
your stats clearly in both graphical and numerical form and it looks rather nice. The HUD comes in a variety of colours all of which are well crafted. My only gripe is that this is a clan HUD. Now the clans eye of Ra logo looks nice no matter who uses it, but when it's tagged with the clans name it restricts use greatly. I do belive that is the idea of creating a clan specific HUD though. There are no bugs as far as I've seen, so nice work Adz. If your a member of this clan, or one of those relatively annoying suck up who wants to be a member, give this HUD a download. If not, well, it's a clan HUD. ~Sciacca
else.... It's a coding engine. Stalax allows to code for JK3 in Lua which is simplier than C and brings almost unlimited posibilites. The author also states that he is working on a decent physics engine for JK3 that hopefully will be later added to Stalax. Now let's move onto the content of the mod. What we have included is Stalax itself plus an example test map with example test scripts coded in Lua. They are quite interesting I must say. The map itself is very simple and has repetitive textures but it's point is not to look awesome or anything, but to showcase how Stalax works. There are a few rooms in the map, each has a corridor with doors leading to it and inside the rooms there are examples of Lua coded scripts. Time to describe each of the rooms. The first room has a terminal that opens locked doors leading to the next room. So what's so special about it you may ask, well it's quite simple. The terminal requires password that you input in console, now that's special isn't it? To do so, we walk up to the terminal and press use button, it asks us for password and we go into console, then we need to write /input pass (It's not the actual pass, the actual one is told in the readme) and bang, the doors open. In the next room we have another terminal that opens closed doors, but it has a subtle differenace compared to the previous one. To use this one, we walk up to it and press use, but this time it tell us to say the password instead of writing it, so how do we do it? We open chat by pressing default Y button, or any other you have set if you're not using default, and write the password in chat, then press enter. That way we open the doors to the next room with... A teleporter terminal, that's what is inside of third room. It obviously can teleport us to selected places. We walk up to it, once again press use and then it shows us possible choices of where do we want to go. We go into chat, type the number of selected choice and press enter to use the teleporter. If we chose option to teleport into next room, we would find ourselves in a room with... Luke Skywalker?! His job here is to work as a NPC that we can talk with. We walk up to him and, yep you guessed it, press use button. He asks us what do we want so we tell him to open the doors to the next room using the same method as with chat password terminal or teleporter. He asks us if we're sure about our decision and if we chose yes then we should be in the last room. The last room has something quite interesting - Item grabbing. With this script, we can grab any pre-coded element just like in Half Life 2, very cool thing I must say. Well, we pick up a crate and put it on a pedestal on the other side of the room, that way doors open, showing us a corridor with another closed doors at the end. Sadly this is where it ends for the example test map of what Stalax as Lua coding engine can do. With this final line I'm only going to say that Stalax is a great mod to make mods and with proper usage we could see very interesting stuff come to life. If you're creative and know Lua, submit bandwith now. If you want to learn Lua, do the same since that way you will be able to learn faster. -Schrödinger
saber stances so that if you are using a backhand saber, the blade will be behind your back. There are some other changes as well. All three types of sabers are affected, each with a slightly different stance. As I seem to say every single time, the screenshots tell it all. This is only a beta so far - the author is asking for input on the full version. My suggestion is that the 'staff' stance is a little stiff looking, and should look a little more relaxed. Guess I didn't hit the 10 page goal to keep y'all waiting, but if you want to have your backhand saber behind your back where it belongs, here you go! ~Dretzel
Snargies Xtra-Crisp Saber Sounds
this one any different? Lets find out. This file contains 4 new saber ignite sounds, and 4 new saber retract sounds. The first one I tried, to me sounded a bit strange, it was like an electronic version of two metal swords being scraped together fast, or possibly the sound when pulling a sword fast from a sheath. I thought it sounded quite cool, but I'm not sure it really suited a saber, but that would depend on your taste. The next one I found was when I was using a staff, and it reminded me of the sound when Dooku ignited his saber in Episode 2 against Obi-wan and Anakin, I always loved that sound. However, it was slightly different, and I think I would have preferred it to be exactly the same, but we don't always get what we want now do we.. nevertheless I quite liked this one. All in all, there is a couple of nice new sounds, its only a small file and worth checking out. Personally this version wasn't my taste, but I'll definately keep a look out for a v2. So, if your looking for some new sounds to enhance your days of slicing and dicing with your laser sword.. check this one out. I COMMAND THEE TO DOWNLOAD! - AmonRa
Desert Tauntaun Reskin
brings us a desert themed Tauntaun, one which looks to be well accustomed to the harsh and dry environment of a desert. Now, this is a very simple re-skin from what I can tell. The body has been given a tinge of brown, dirty feet, and some rather ghoulish green eyes which I felt matched the skin great. When I say its simple, I don't mean that in a bad way, infact.. quite the opposite. Its often the simple things which turn out to be epic, and I have to say this is no exception to the rule. So, whether you just want a bit of change, or whether you want to do a bit of an RPG on Tatooine, this mod would fit the need perfectly. Great work to the Author, keep it up. I COMMAND THEE TO DOWNLOAD! - AmonRa
Heineken Larger - Bottle and Glass Mini-Mod
must admit, upon seeing this I was rather surprised! What this mod does is re-texture the JKA wine bottle to look like a bottle of Heineken and the large glass to look like a beer glass. Apparently this mod is mainly aimed at Lugormod users, or users of similar mods. The reason I was surprised by this file is that the models it re-textures are very tiny, and as such are often overlooked when placed in a map. They do however add to the feel of a map, especially if it is a barroom setting. These re-skins make the setting all the more believable, and I am very impressed that even the smallest models in JKA have not been forgotten when it comes to giving them a makeover! As for improvements, I would suggest maybe making the textures a bit higher resolution, and trying to line the textures up on the wine bottle a bit better. Besides that though, it looks good! Well that's about it folks, there isn't really much more I can say about this mod, since it is quite small. What I will say though is that I think this idea is really cool, and I am sure that users of Lugormod will enjoy using these models especially! ~Nozyspy~[/quote] Well, now we have the V2 and its definately an improvement. The label on the heineken bottle has been perfectly sized and placed, and the image quality looks to be better. I did notice one very minor thing, and it may just be my eyes after a long day at the office, but it seems as though the label is on a slight angle to the left, as I said, that might just be me, and frankly is not even noticable unless your looking for it. And, my favourite... the beer glass. You have successfully made this game induce cravings for beer in me. It looks great, and im betting.. it would taste great to. I commend you on taking the advice given from your v1, and releasing this version with the improvements. Excellent job, and as nozy said, its great to see the community taking notice of the small details like these models, because sometimes, the smallest things can make the biggest difference. I'll be keeping this mod installed. Enough from me though, I need to go get myself a nice cold beer.. :beer: as for the rest of you.. I COMMAND THEE TO DOWNLOAD! - AmonRa
Mandalore Chaticon
there, but its missing the .pk3 extension. If you add this, then put the file into your base, it will work. There isn't much to say about this, its the mandalorians insignia which replaces the boring old base jka chat icon. Personally I think it would look better as the symbol with just a transparent background, rather than on the white background, but thats just my taste. Aside from the obvious error, its a nice enough modification. What you see, is what you get when it comes to the screenshot, so if you like, then give it a download, and dont forget to add the pk3 extension to the file name, otherwise it wont work. - AmonRa
stand a lot straighter, kind of military style actually... I was expecting him to salute at any moment! personally I would prefer the standard stance, but this would be good if you were perhaps doing some kind of military rpg with some friends. The next one that I noticed was jumping, standing on the spot and jumping in the air has now been giving the 'rolling' jump animation that you would usually get when jumping forward, and now when jumping forward the animation seems to go faster than usual. He has also included two-hand lightning whilst weilding weapons, which I found to be a nice inclusion. The force push and pull also have been slightly edited, and new sounds added. However, whilst there is a few nice things in this pack, there is also an abundance of bugs in regards to the weapon stances, for example, with single saber blue style you dont even swing the saber at the enemies, it just jolts around your body as if your character is frozen, and when standing still it looks like your character has been frozen still whilst running. To be honest, most of the saber stances seem to be bugged and need work done on them, the only real thing I liked with them would be the spinning upper-cut in single red and yellow, which to be honest does look quite good. Most of the gun animations are the same, I noticed that the blaster pistol has been changed so your holding it more like a rifle now. As I said there are a few nice saber stances, for example the upper-cut attack, dual sabers standing animation, but work is definately needed on most of it. If your able to fix these bugs then I think I would be a nice pack indeed. I think the key is testing, make sure you do plenty of testing, and get some friends to check it to, that way all bugs can be fixed BEFORE the release. I'm unsure if this is your first attempt at stances, but if it is, then nice work for a first go, and I hope you can put together a v2. If you like what you see, then click ye ole' download link. - AmonRa
Bloaty Heads
contents of the .zip file into your base folder. This file includes a shader which changes the size of the heads of almost all of the base models. I am not going to review each model that has been changed as that will ruin the enjoyment of seeing the changes for yourself :). I'll go over a few of the changes so you can get a brief idea of what this file does: [b]Jawa[/b] - Eyes have been stretched out of his head from both sides... it looks like the Jawa was involved in a fence exploding accident. [b]Chewbacca[/b] - Chewies hair has grown longer and his eyes are huge... he looks like he's taken something he shouldn't of. [b]Rebel[/b] - He has bigger lips than Angelina Jolie after botox injections O_O [b]Desann[/b] - This is actually one of the better looking changes, there are no visible bugs like most of the others. Very impressive looking indeed. [b]Mon Mothma[/b] - Looks like Postman Pat. After going through the character selection and checking various models I must say this file is a lot of fun even though it is incredibly buggy but it seems that's what the author intended. - SiLink
Dark Weapons
you.....but these aren't bad. Two things about this mod actually make it stand out: 1: The guns were not paintbucketed black. 2: The author did not simply desaturate them all. This mod affects the E-11 Blaster Rifle, Tenloss Disruptor Rifle, the DEMP 2 and the Imperial Heavy Repeater. The first three have been given all black coloring, while the heavy repeater now has a yellow barrel. I don't see much of a difference on the E-11 (just the HUD icon), but the other guns actually didn't look bad. Not to mention all the original details in the guns were preserved. I really can't say much more; take a look at the screenshots if you wish to see what they look like. If you like dark weaponry for ninja operations or secret service roleplay, this is for you! ~Dretzel
Chronicles Total Conversion - Demo
rival MovieBattles II in terms of the scope of the mod. To explain a little further I think I should paste in a snippet from the readme, as I think it explains the mod's purpose very well. [quote] Star Wars Chronicles is a Jedi Academy Modification that is being developed by the Chronicles Team since August 17th 2007. The idea is creating singleplayer missions that resembles to the six movies of the saga, something that many dreamt and couldn't do so far. We count with a huge number of members that are working to provide you the best quality and pleasure. MovieBattles Team, responsible for creating the famous MovieBattles II modification is supporting us.[/quote] Well, like I said, this is going to be one beast of a mod! Basically recreating the Star Wars sage in Jedi Academy! The demo they have presented to us here is just a taster of the good things to come. The demo features the beginning of Episode I: The Phantom Menace, with a faithful recreation of the Trade Federation ship. In fact, when I played this, especially the bit where Obi and Qui-Gon break out of the conference room, it reminded me of the old Episode 1 game. Man that brought back good memories! :D Obviously being a demo, some things aren't fully realised yet, but that's ok because what is in this demo gives you an excellent taster of the gameplay. The mod features a new HUD which is clean and simple and looks great and I was especially impressed with the start menu (the one that pops up when you click the mod's icon on your desktop). From there you can choose to play either the default JKA single or multiplayer as well as the mod. But buttons are also there which will take you straight to the credits, or the teams Moddb page, Official Website or Official Forums! I personally thought this was a very nice touch, allowing you to jump to whichever site you want to see very quickly and straight from the mod's start-up menu screen on your desktop. The menu screens ingame have also been given a good going over, with a new background and graphics and some great new music playing too. One particular aspect which I must commend the team on was the cut-scenes, which are very close to the films actual scenes, and also include the films dialogue too, which helps with the cinematic feel. Though this is a demo and doesn't represent the completed mod, there are a couple of things I would suggest working on. For one I think the textures in the Trade Federation ship could do with a bit more texture and detail to them, since they looked a little flat in places. Also in one area Qui-Gon (you play as Obi) got stuck, and I had to try and continue alone. Unfortunately because of this I wasn't able to play the demo right until the end, but I feel I got a good taste of what this mod can offer. All in all this is a fantastic demo and I look forward with great anticipation to the full release of this mod. I definitely recommend a download here, you won't be disappointed! :) ~Nozyspy~
SiLink's Startup Screen
done. My only gripe is the fact that JKA isn't officially installed on my laptop, so there's no install folder for me to use. But hey! I can still play the game, so I don't really mind. ~Crazy
HPMod Official Startup Screen
done. :P So yeah, this is the launcher for a Harry Potter mod in development. I suspect the reason this is being submitted is to generate some hype. The overall quality is decent, but I'd do something about the fonts. Try using some quill-style fonts here and there. Not my kind of mod, but it might be for you, so let loose the download monkeys! ~Crazy
Gently Red Green Bubble Replacement
before(it might for all I know,) I can say this mod is definitely still a nice change for those who dislike the green shield. The change has already been quoted, and the results are actually somewhat pleasant. It's a definite middle-ground between the green shield and having no shield at all, aside from make a gentle green versus the vibrant green. A small, but welcome utilitarian change. If you suffer from similar lag problems, or just seek a change in shielding, then seek the altar of downloading. - Averus Retruthan
Mystic mod expansion-redo
are: [quote]This mod does the following: Makes sabers brighter (red saber is narrower) Makes console mystic, yet sublime. Makes the loading screens mystical. Makes your shield blue and icey. average blaster flashes are blue. Crossbow charge is blue. flamejets have a blue tent when you move. makes saber menu pwnage stars in console are non-existint. rain is red lights and the what-not usedon some maps are red explosions of stuff like det packs are darker saber damage burn marks and stuff are realy fleshy and bright dirt is gray the misty stuff that appears when you push someone is blue water-splashes and the ripples from you being in water is red (like if you were bleeding) force-fields have mystic symbols on them smoke is blue things like the force boons have different symbols on them (red/blue rebel symbol, tweeked) the loady-screen when you start it up has a red background steam is red removed stupid cursor-box. minor things like the character menu and force config are mystic like highlited things are red background for the bar in mp is red added different saber trails, packaged seperately for you to use what you like. there may be more stuff i added, i just can't remember. [/quote] I honestly have NO idea what the author was going for here. This seems too much like a cry for attention versus a mod with an actual direction and/or purpose. Granted, there are SOME interesting changes, but that's essentially destroyed in the long run. My suggestion? Start from square one, and plan out a central theme better. There's not many things that qualifies as "mystic" here. Maybe someone else will get the theme better than I did. =_o If so, give it a shot. - Averus Retruthan
Runic-Magic Saberz
it doesn't do anything else... just a cool effects mod to tag-team my saber mods and more recent mystic mod/mystic mod expansion/redone.[/quote] Now personally I find the authors lack of enthusiasm towards his work rather unpleasant, one should always take pride in their work. The mod is pretty simple in itself changing the default saber blades into runed blades. It may just be me but the blades seem a little, slanted, for want of a better word. Apart from that one gripe the mod does just what it says on the tin. Not personally my cup of tea but for those of you who like the idea of having light emitted runes protruding from your hilt, drop your bandwidth by the door and move on. -Sciacca
Space Loading Screens
Several hours later, he comes to at his computer and resumes typing this review.* This map will replace your splash screen (The screen that comes up at very start of the game and says 'JEDI KNIGHT JEDI ACADEMY' and contains all the copywrite jargon.), as well as your good ol' unknown map loading screens. The splash screen looks good, though unfortunately to a VERY HIGHLY TRAINED professional like me, I have some qualms. - The planet looks kind of flat. - The stars and general space are black and white. Add some color to the vastness of space! - You never asked me to help you, even though I showed you my past work with space scenes. FOR SHAME, CRAZY, for shame. - The Font that says 'Jedi Academy' is too funky for me. MOVING ON, we have the loading screens. Much of the same qualms apply. - Black and white space Blegh. So bland. - Funky font. Well, that wraps this review up. Tune in next time for another exciting episode in the adventures of Reviewer-Man! ~Laam'inui
Star Wars Techno Duel Music
but there are those that step far away from said line and thus render the duel music ineffective. Is this one? Eh...it's debatable, but first, a brief look-through. What we have here is 9 minutes worth of awesome that the author [b]composed himself.[/b] It's primary genre is techno/trance, and that much is evident. The song itself is impressive, but can it push itself over the line into combat-worthy? Well, to check my suspicions, I decided to give it a field test. In a blind study, I dueled with a random subject in an unplanned staff versus staff battle, utilizing this duel music as my audio supplement. Suffice to say, my suspicions were confirmed. This music would be good only for fast-paced skilled fighters(regardless of weapon choice.) My opponent was sadly not very skilled in the use of the staff saber(Fan moar plz,) and as such, the audio supplement was not very fitting for that particular combat situation. All in all, however, this piece is good to listen to regardless of its combat value or not. I would definitely suggest taking a look at this original remix and enjoy it thoroughly =_= - Averus Retruthan
katanamaru stances and katanamaru sabers
so I'll leave it up to you and the screenshots to judge this one. ~Crazy
Moog HUD
purple, with ammo a strange color that I'll leave you to identify. The clan's name, Moog, has been placed on the left side, rather ominously. Overall, the recolor job is agreeable, with the exception of those hud bases. (You know, the gray, metal portions.) ~Crazy
Transparent Radar
friendly.[/quote] Not much more to add, get's rid of the background colour and makes it see through to make it easier to see your teammates. I honestly never cared much for the radar and thought it was fine how it was as it doesn't take much space and is clear enough, but if you're wanting a change for the radar for any reason, then give it a download. It's simple but quite effective. -Dommie Kun
Shredi Academy
other duel music mod I've seen out there. The music is called Shredisode IV by a band called Anchorhead. You can take this either way in that it's a good bit of music to duel to or if you're that way inclined, it's good for comical value. Anyway, have a try if you want......you might be surprised, otherwise you might just say 'sod that' and use your Utility or iTunes as you play still :P[/quote] Well, that pretty much summed it up. The Episode IV theme song is 'altered' into a metal style theme. And, as you would expect, it has the 'metal' voices which appear now and then. I can't exactly write what it sounds like, so you will just have to give it a download if it interests you. If you're a fan of metal or are simply interested in what it sounds like, give it a download. -Dommie Kun
!!BOSS!! Hud
Logo of the BOSS clan is now the little Gem on the bottom corners that holds the HUDS together. The Background has been lightened. The Health has been darkened the Armour & Ammo is now White which does look dodgy against the already light background. The Force has been darkened too! Overall a darkening and lightening, Simple but i'm sure effective for BOSS ~Rets
Telekinesis v4.0
changed our much loved drain to Force Choke +_+ This is one thing quite a few people may disagree with as is a Health Gaining Ability for Dark-Siders! But nevertheless its fun to have! Go Forth and Plunder the Download Button!! ~Rets
Prince of Persia Warrior Within Stance
his stance modification which replaces the dual saber stance with the one from Prince of Persia - Warrior Within. I honestly do not know what the stance from WW looks like, so I just have to go with his word on this one. There isn't much more to say. If you are a fan of PoP or simply like the look of the stance, download. If not, pass up. Dommie Kun
Star Wars - Project: Nexus HUD
interest from some promo screenshots, since that's the sort of kindly person I am![/quote] Wow that Project slipped through my dusty brain i've never heard of it. But as the man states this is a good new HUD :) First of all we'll start with overall. This HUD is a Helmet type HUD to give you the Helmet type of gameplay like in Star Wars Republic Commando but altered a bit. On the Left is Your Saber Style Meter and on the right your ammo and a Purplish thing which i couldn't work out maybe its scenic. Anyway The Force Meter is next to your Saber Color on your right. This HUD is also got quite a bit of neon blue around its edges for a cool kind of look. Your HP Is the TOp Bar and i haven't figured out Armour yet either. Thus I come to the end of my HUD Review as i am running out of time on this planet so [b] SUBMIT BANDWIDTH OR PERISH [/b] I'm not as scary as Averus >.>
Virus HUD
modest changes. Basically, the hud has been effectively revamped, given a black background, and all the counter images have been darkened. The corners of the hud now have a biohazard symbol upon them. The end result? Respectably decent. Not exactly one of those "WOW OMG KNOCK MAH OKAPI OFF THE SOUP CAN PLZ" huds, but definitely a good one. THROW FORTH YOUR BANDWIDTH UNTO ME AND BEG FOR BUMBLEHBEES. - Averus Retruthan
nonetheless which alters your force powers slightly. The Author has changed two. One being force grip which is now renamed in-Game to Telekinesis. The other modification apparently is Force Push. Let's start with Force Push. When trying this out I was SHOCKED. The author said he had changed force push by making peoples arms flail wildly when they're pushed down. I saw none of this except the normal Force Push animation. Now onto the force power that does work! The Force Grip has been re-named to Telekinesis. From the looks the red collection of force that gathers at your hand has been lightened but still looks way cool. Also when you grip someone they flail around like a fish out of water which is good fun to watch until your grip wears off. Overall this is quite a fun mod for those who like experimenting with their victims so i'll be sure to pass it on to Averus. To Improve: The Force Push Animation. The Target just falls down as normal. Maybe make them fly with their arms out and legs out like someone was punched by the hulk in the stomach. //Rets
Matrix Voiceover
and female, to sounds from the Matrix. I'll admit I cracked up when Rosh was going on and on being his annoying usual self and Jaden says with Neo's voice 'How 'bout I give you the finger?...' If you want some laughs then try this out; I think it accomplishes it's lulz goal very well. ~Laam'inui
Kingdom Hearts II Sora Sounds
I've never tried the Sora Model or its sounds. However, I can hope they're worthwhile sounds, as this pack is not. Every sound is fulla background noise, and outright difficult to discern. In most instances, you can't discern how well you're doing against someone who would fight someone using this character with these sounds. They all sound practically the same! My suggestion? Different tracks, less BG noise, and more diverse if possible. - Averus Retruthan.
Taspir Power Complex V3 Mod Clan latino
=_=. http://jediknight3.filefront.com/file/Taspir_Power_Complex_V3;91395 Now, a factor the authors were very keen about was making the map clan customizable. As you can see, a clan has in fact cashed in on it. One Clan Latino has made some additions and crafted their own additions to TPCV3, now making it more to their tastes. So, case in point, it's a buncha net pictures, and some custom plates. The plates are very bland. Basically an MS paintjob, filling the background with a deep red and then putting fancy letters in different color/font to compensate. Oddly enough, they included pics of some that weren't changed. Ah well, who cares, eh? In the clan? Know the clan? Wanna get to know and/or get in the clan? GET THIS FOR THE FULL EXPERIENCE THEN =_= - Averus Retruthan
Jaden NPC Pack (v2)
lists in the readme, including; toning down the force powers to a more reasonable level, and of course making this an NPC pack, with various different kinds of Jaden to choose from. The commands to spawn them in-game are listed in the readme, but for convenience sake I will paste them below too; [quote] jaden_hm (Jaden as a Human Male) jaden_kdm (Jaden as a Kel Dor Male) jaden_rm (Jaden as a Rodian Male) jaden_hf (Jaden as a Human Female) jaden_tf (Jaden as a Twi'lek Female) jaden_zf (Jaden as a Zabrak Female)[/quote] Note of course that you need to put the line '/npc spawn' before the character (without the quotes), like /NPC spawn jaden_hf and such. Also remember that the cheats need to be enabled before you can use this command. Well, that just about wraps it up, if you guys like the sound of this mod, then give it a download! :) ~Nozyspy~
New Pistol Stance
sidearm like this, it's much more difficult to steady your aim and bring the sight back onto the target against the recoil when you have nothing to use as a lower limit. Aside from the ins-and-outs of how to wield sidearms, the only real bug is acknowledged by the author - the floating left hand. As for the stance itself, well, zip through a few episodes of NCIS or Criminal Minds, for good examples. I think it's the sixth episode of Criminal Minds - the sniper episode - where the resident genius is getting a shooting lesson, that's a perfect reference shot right there; I actually used that scene to get reference pics of his Glock, but it'll work for your purposes too. You can also use SWAT4 - that game has realistic motion captures performed by actual SWAT officers. Often, the wielding hand - in this case, right - is fully extended, whereas the off-hand - left in this scenario - is slightly bent inwards and the hand is used as a cradle in which to rest the butt of the weapon, thus steadying the aim. It's not the coolest-looking stance, but at least you have a significantly higher chance of hitting your target than you would rushing in "Lara Croft super-flying-monkey akimbo style". Well, nice new stance for pistol-users, but they're so drastically underpowered in this game, I'm not so sure anyone actually does. Oh well. It's the thought that counts! ~ Kouen
Grimm Single Player Weapons
Disruptor It now functions as a Star Wars equivalent to an M4. Fires much faster, bordering on being an automatic insta-hit assault rifle. Ammo usage is drastically reduced. - Blaster Pistol Changed into the Bryar Pistol. Infinite ammo. Faster firing rate. - E-11 Fires faster, the alternate fire uses half ammo. - Bowcaster Faster alt fire, lower ammo consumption. You can say this isn't really significant enough to make a cheat mod.... but ask yourself, now that several of the weapon's firing modes have been rendered obsolete, what's to stop you from always using the power attack? Yeah, yeah, I know.... Suppose the good thing is that these modifications will apply to NPCs, too. So, for all their stupidity, they'll still benefit from your upgrades. Might give them a fighting chance, and it certainly will make gameplay more adrenal, so hey, maybe it's not as bad as it sounds. ~ Kouen
Rebel/Imperial NPCs
NPCs in here, so you'll probably be pushed close to your NPC extensions limit without JA Unlimited, and will most certainly be in trouble when it comes to singleplayer mode. ~ Kouen
KOTOR Stances
stances in JKA to ones that more closely resemble that stances used in KotOR, something I don't think has been done before. I think the author explains the changes much better than I could, in his readme, so I will let him explain: [quote]- Normal standing animation- There are 2 pk3's included in the ZIP. One is the normal standing animation from Star Wars: Knights of the Old Republic. The other replaces it with Darth Malak's standing animation. - Medium saber stance- replaced with the normal saber stance from KOTOR. Just a 1 frame stance so far. Might continue with the full animation some other time in another version. - Fast saber stance- replaced with the stance Darth Revan uses when Bastila and other Jedi "fight" him. I thought that was a really sweet stance, so this is when I decided to do this mod. - Strong saber stance- replaced with Darth Malak's saber stance. - Dual saber stance- replaced with a stance some may recall Darth Maul using. I think I saw it in a picture somewhere. Its similar to the one he uses in Battlefront 2. - Choke/Grip animation- replaced with the famous Darth Vader grip where it looks like he's using little effort to crush their wind-pipe. - Running with saber- replaced with the normal running animation. I thought it looked a lot cooler and more natural. - Running with dual saber- replace with the normal running animation also. I thought that the default animation looked terrible. Like the player was shaking their hips back and forth like some freak. Looks a lot better even thought saber blade hits ground sometimes.[/quote] Well I think that explains what the mod does very well. Personally I quite like this mod, since I am always glad when someone brings a little piece of KotOR into our very own JKA. ;) As you can see from the screenshots the author took, the stances are indeed pretty accurate, and to be honest I think I prefer them to JKA's default stances. Personally I think though, that it would be a good idea to expand upon this. Maybe try and make a mod that changes the actual fighting styles of each of the saber styles, to something more similar to how they looked in KotOR, but I imagine that would take a lot of work. All in all though, a nice little mod here. So if you like the look of this mod, or especially are a fan of KotOR, then give it a download! :) ~Nozyspy~
Only Imperial Stormtroopers are so precise
Emperors best troops were defeated by a bunch of rock and stick wielding teddy bears… In fact, according to Wikipedia this is a common feature in action films, the principle is actually called [url=http://en.wikipedia.org/wiki/Stormtrooper_effect]Principle of Evil Marksmanship[/url], which basically means the bad guys always have rubbish aim… Well, if you ever felt that the Stormtroopers in JKA were a little lax in their targeting, fear no more! Raarventje brings us his mod, fittingly called 'Only Imperial Stormtroopers are so precise'. Basically what this mod does is make the Stormtroopers in the Single Player side of JKA a bit smarter and more accurate in their aiming. Personally I think this is a good idea for a mod, little changes like that can make quite a difference overall in a game. :thumbsup: So if you like the idea of this mod and want to give it a try, give it a download! :) ~Nozyspy~
Jaden NPC
before slicing through the vanguard, Force throwing the squad leader into a woodchipper, choking the officer they were escorting then dropping a target beacon for Rogue Squadron to come in and nuke the area. Yeh. Tell that nursery rhyme to a baby, and they'll probably call the nearest sci-fi rehab center and have you sectioned. Achrones wondered why there's no NPC file portraying the main character of Jedi Academy. One of the consequences of having a customisable player character, I'm afraid. But, that doesn't mean a little initiative can't [i]create[/i] a Jaden NPC. And that's what Achrones worked with. Initiative. Well, and NPC Tool and Notepad, obviously. So, what do we get, exactly? See the screenshot for the visual aspects. The appearance is locked, NPCs apparently don't have the ability to copy your appearance unless they're set to CLASS_PLAYER. We get a staff user, all Force powers maxed, all AI stats at 5 (basically the highest setting), a high-ranked boss-level NPC using Kyle Katarn's NPC class and about ten times as much health as you. He's on your side, by the way, although that's an easy thing to change if you'd rather Jaden was on the enemy team for a bit of Mortal Kombat mirror match (well, not really, since the NPC doesn't borrow your appearance). What this file does accomplish, however, is the disproval of one of man's age-old theories. Turns out you don't have to be a gymnast to kick your own ass, after all. ~ Kouen
New Flechette Sounds
difference. The Flechette sounds have been changed to what appears to be shotgun sounds, which I actually think sounds better than the original JKA sounds. So if you weren't that fond of the original JKA Flechette sounds, here you have the answer to your problems! So if you like the idea of this mod, then give it a download! :) ~Nozyspy~
Telekinesis v2.0
the grip stance to the push stance (At least, that's what I think it was), and makes the enemies flail their arms when picked up. It was also supposed to change the sound, but I found that the audio file was not working for it. A simple mod? Yes. An enjoyable mod? Yes. I suggest a download either way. :p [/quote]Remember that sound file that didnt work? Yep, that's the one. It'll work now. Other than that, this update makes no changes. Nice for people who downloaded the prior version or want some changes to Grip. ~ Kouen
stance to the push stance (At least, that's what I think it was), and makes the enemies flail their arms when picked up. It was also supposed to change the sound, but I found that the audio file was not working for it. A simple mod? Yes. An enjoyable mod? Yes. I suggest a download either way. :p
This file is a recreation of that weapon, of course, and it's a pretty good one at that. The weapon is pretty accurate from what I remember about it, but I can't really tell for sure since I can't find a good image of the weapon itself, and I can't seem to find my game either. I seem to recall it being a bit more brown or silver, but I could be wrong there, I didn't use Siegfried much in that game... Anyway, the model is pretty well done. The only thing that looks a bit off to me is the top of the blade, where it sticks out to the sides... It seems to me as if they should be shorter. The skinning is pretty good, too, but I don't really like the way the blade looks on it's own. Since there are no shaders on this either, you don't get anything to cover that up. Of course, you're not likely to notice it at all while playing with the weapon, but it's something I should mention anyway. So, all in all, a good weapon in general, and a must-have for SC3 fans. I would recommend a download, since the very few things I found to be odd looking were prolly because I couldn't find a good source to compare it to.
Saber Size Mod
very...very...long. Locked Style: Strong Max combo: 1 Forced Color: Random Broadsaber: a thicker, and still a tad longer, lightsaber Locked Style: Medium Max Combo: Default Forced Color: Random Longknife: about the length of a machette, 2x the width of a regular saber Locked Style: None Max Combo: Default Forced Color: Random Combatknife: very small saber, less than half of a usual saber Locked Style: Tavion Max Combo: Infinite Forced Color: Red[/quote] [quote]Commands to use sabers in-game (type in console without using the quotation marks): Longsaber: \"saber longsaber\" Broadsaber: \"saber broadsaber\" Longknife: \"saber longknife\" Combatknife: \"saber combatknife\"[/quote]As you can see, not exactly balanced with the default sabers, so I wouldn\'t really use them in MP on account of the fact you\'ll be flagged for cheating, so.... Still, they\'ll work as novelty sabers in SP, a new way to slaughter NPCs, if you will. ~ Kouen
Rapier Blades That Are Nowhere Near Perfect Or Even Resemble a Rapier
say more about this mod, but there's nothing else to say... If you like it, give it a download. If not, pass it up.
Sable Saber
The saber has a blade that is set with a longer blade, so using this weapon as it is would unbalance the game unless you battled someone with the same length saber. There's two pk3's in here: one for JO and one for JA, so you can use it in either game, too. Give it a download if you like it.
Perfect Ep. 3 Blades
i took a look at them they looked like any other Episode 3 saber mod. This is just my take at them. I dont see any point to download this mod because the sabers probably look like any other Episode 3 saber mod. If you want, give it a try.[/quote] And there you have it, lads and lasses. A review for a file written by the author. There\'s nothing here for me to add. - Jose
Sith Startup
author, Horus98, has no idea who this Sith Lord is. I do not, either, but I can guess that he worked as an air traffic controller at one of the many Sith starports around the known SW galaxy. Those things in his hands are definitely not lightsabers, as far as I\'m concerned, but more like traffic batons. In case you\'re wondering: Yes, I believe this was probably a poor choice of picture. There\'s way too much white space, along with that odd error I mentioned. Sounds are default Raven lightsaber noises. Not very original or innovative, I have to say. I will say, however, that it was a nice effort on his part, and so long as at least one other person enjoys it, then his mission is complete =_=. *thrusts finger to the sky* The heavens demand that you pass judgment, and bandwidth, upon this file. Why is Averus pointing to the heavens, you might wonder? Not everything in the sky is beneficial and nice =_,= - Averus Retruthan
Ownage Mod
economy, which in turn causes inflation rates which own small businesses. Lung cancer and emphysema are a nasty way to go - let's face it, cigarettes own. According to The Buggles, video owned the radio star. My brother got arrested, he's a serial owner. Dude, what are you aiming at, own him already? Okay, I'll just go get my lawyer to draw up the deeds! Et cetera. So you see, that when taken out of context, one can easily cause offense just by substituting one word with it's L33tin (read: stupid @$#%£&€ gobbledy-gook #&$%) equivalent. Or sound totally silly, either way not good. However. This mod probably won't offend anyone, because JA doesn't really spout potentially offensive phrases using the word "kill". But that's pretty much all this mod does. Replaces the term "kill" with "own". Huh, yeah, ownage. Like my big lazy.... Oh. This thing still turned on? >_> Joke review for a joke file. Please direct any hate mail to our [url="http://www.zombo.com"]customer service department[/url]. ~ Kouen
RJA Ancient Trilogy NPC PACK v1
you will have to go download them yourselves. Fortunately, the author was kind enough to put a file with links to the models in the archive also, so there\'s no need to hunt them down. :p There\'s really nothing more to say here, so I will just take off now. Give it a download if you like it.
HS Kenobi Sound Fix
one. Apparently a common complaint with HapSlash\'s Obi-Wan was that the sounds failed to function in MP due to being in the wrong format. This file essentially fixes this by overriding the files with mono .wav format sounds. Basically, it are maketh teh broken soundies worketh again. If you use the HS Obi-Wan in multiplayer, you\'ll probably want this. ~ Kouen
Star Trek: The Next Generation transporter FX
back, it usually just gets put on BBC2 as filler when someone borks something. I actually have some fond memories of episodes caught in a post-Simpsons can't-be-bothered-to-change-the-channel state of attentive viewing as a kid. Patrick Stewart was surprisingly good at bringing comedic tones to an overall serious role. They certainly got the right guy to play the charismatic captain.... Ah heck. The point is, that transporter effect, despite being relatively early in the whole particle effects didgeridoo, looked cutting edge and very sci-fi, unlike JA's default teleporter effect which basically reminds me of [i]ReBoot[/i]. Now you get that very same TNG teleporter effect for JA, in all it's splendor and glory and above all (for me, anyway) elegance. It's nice, sleek and subtle, unlike Raven Software's equivalent of a green halogen bulb being rapidly turned on then shorting out and exploding in the immediate aftermath. So, while this mini-mod may be perfect for a Star Trek fan, it's recommended for anyone simply because of it removing the awful (and sometimes headache-inducing) teleport/connect/disconnect effect used in baseJA and replacing it with something visually pleasing and functional. Be warned, however, that scoring over 1500 particles (sweet mother of Iny Fudge! :o ) it's not jackin' around - chances are it will cause some slowdown, 'specially on older/weaker rigs or if many instances of the .efx file are playing at once. But still. One of the nicer effects mods out there, to be sure. ~ Kouen
Dark Forces II custom launcher.v1
planet, a bryar pistol in the middle and two lightsabers with badly drawn blades, one on each side. What more can I say? Some might like it, but I personally will pass on custom startup screens... Give it a download if you want it.
TIE Bomber Missile Launcher
file does in a nutshell. Your Merr-Sonn will now fire TIE Bombers instead of the standard Arakyd 3T3 missile. May not be much good as a high explosive, but on the plus side, it'll give the bad guys a major headache. ~Kouen
New Kyle Sounds
Katarn, at your service. Welcome to a day in the life of a Jedi." taunt = "You think you can take me!?" taunt1 = "What are you waiting for, an invitation?" victory1 = "Congratulations." victory2 = "Nice try!" victory3 = "I warned you!" The pack is straightforward enough, if you want Kyle to use the lines above, give this a download. ~Kouen
Crimson saber
tint to it. That\'s it. Honestly, I don\'t see the point, as there is already a red saber in the game. If you really didn\'t like the yellow ones that much, you could have changed it to one of the very many colors not included in the game... Ah well, you guys might like it. Give it a download and see.
Saber color and lightning replacements
switches. Saber blades are all changed (except red). Blue = Cyan Green = Light Orange Orange = Crimson Purple = Light Green Yellow = Lilac(?) Aside from blue->cyan, those all seem kind of illogical. The green is changed to orange, but there\'s already orange. Purple is changed to green, but if you hadn\'t changed green to orange you\'d already have green, and thus yellow needs changing so you can get purple which wouldn\'t need changing if you didn\'t need green which you would already have if you hadn\'t changed green to orange, and orange is turned to basically, red which is unchanged so you get two reds.... Yeah. If that didn\'t make you dizzy, what will? Lightning is changed to a yellow color, too. But sadly, thanks to the evil machinations of the Forest Imps, you have no yellow saber to go with it. All in all the colors look pretty enough, so by all means if you want a change, try this on for size. ~Kouen
Hello Kitty CTF Replacement
more that I noticed new with this mod, but it works well with the other Hello Kitty mod that JKFiles just got in. Give it a download if you like it, I demand it!
'Lame Me' Chat Icon
certain that by now you already know what those two words are. But should you still be a little lost, have a look at the screenshot. A picture's worth a thousand words, as they say. - Jose
previously appeared to be seagulls. I had fun with this mod, simple as it is. Slowed my computer down a lot, though, but I am thinking that is because of the 15 other programs I have running at the same time. :p Anyway, give it a download if you want to hurl some crows at people via the force!
SM45 Saber Request
it's a bronzeified version of Desann's saber, with the metal gold, and the spikes a cyan color. What would we call cyan metal? I've never really thought much about that. I'm surprised this came out as it did, to be honest. If someone tells me they're making Desann's saber gold with blue spikes, I'd probably say "Oh s-". Well, you get my point. It doesn't sound pretty. But, the blue here, while obvious, isn't obvious to stick out like a psychedelic pulse. It looks just subtle enough to work, which would appear to be a decent judgement call. Overall it doesn't look too bad. If you're a fan of gold and cyan, you may well like this. Bear in mind it does overwrite the default Retribution hilt, though. ~ Kouen
Mets vs. Phillies CTF Mod
review: [quote]Hello again, friends! I've got another flag mod for you! Now now, don't groan, hear me out first. This is not only a flag mod, but it also changes the symbol you see above other player's heads to tell what team they are on! As you can tell by the title and readme, it changes the teams to Mets vs. Phillies. The quality is the same as the last flag mod I saw, where the logo was just slapped onto a solid background for the flag. Ah well, if this floats your boat, give it a download![/quote] So what's new? Well, to quote the readme: [quote]I added both team names and team flag indicators[/quote] And that's that. Give it a download if you like it.
Mikkel's Medieval Chat Icon
paper on a wooden board, held on my magic. If you feel that you've grown tired of your current chat icon and wish for something themed after times long gone (or yet to come, depending on your opinion of fate, predestination and all that) then you might find this to be to your liking. - Jose
Football CTF Flags
flags. The first set has Giants (blue) and Patriots (red), the second has Giants (blue) and Packers (red), and the third has Jets (blue) and Patriots (red). The backgrounds all appear to be a solid textureless color, and the logos are just slapped on top. I'd recommend seperating each team's flag, so that the downloaders could mix and match as they please, and perhaps adding some actual texture to the flag's background would be nice. Give it a download if you are a fan of these teams.
Mikkel\'s Chat Icon Pack 1
with less scribbledygook...The second is two fingers held in the air, which apparently means time out in some other area of the world ._. The colors are listed on the screenshot below. IF ANY OF THESE THINGS APPEASE YOU, SUBMIT BANDWIDTH. If not, DO IT ANYWAY, so I can laugh at you for doing so. - Averus Retruthan
Oblivion CTF Flag
red team flag with the Empire logo removed and the Oblivion logo pasted in the corner as a replacement. Second point. Sadly it\'s only been rendered around the outside, not the inside, so a big chunk of the game\'s box is still intact. The logo also looks most pixellated, so I\'m guessing it was taken from a small image and scaled up rather than from a big image and scaled down. Two minor imperfections, but hey, not everyone\'s a Photoshop wiz, right? This will tickle the fancy of any JA-playing Oblivion fans. ~ Kouen
New knockdown animations
animations, and I honestly can\'t decide whether I like it or whether I think it looks silly. I\'ll have to try it out some more and see! Until then, though, decide for yourself. The author recommends Force pulling/pushing some NPCs to see how it looks. Enjoy! ~Inyri
BGMod (Better Graphics for JKA)
claim, as I think they\'ve simply got a higher contrast which makes everything look bumpy and, dare I say, somewhat unrealistic. I guess one positive side effect is that since the textures are all smaller, the game will run better with a lower-quality machine. But then again I never had problems playing the game on an ancient machine with a GeForce 2 graphics card, which was outdated [i]then[/i], so if you\'re running something worse than that you shouldn\'t use this mod -- you should upgrade your system. This mod also changes a lot of the menus and things, so if that would annoy you (blue --> red menus, etc) then you might want to think twice about this. I didn\'t notice a significant increase in game playability either (my FPS was basically the same as it was normally). Frankly with the read-me stated 1 FPS increase between baseJKA and this mod, I don\'t necessarily think it\'s worth the download time unless you like the look better. ~Inyri
New Black Saber (JA+)
the good ol\' days... Give this a download if you\'re looking for a black saber that looks more like a saber rather than a stick of black death. ~Inyri
Finland CTF Flag
screenshot, although I\'m more partial to Denmark (probably just because I like Hamlet!). Even so, the Finnish now get their 15 minutes of fame! Consider using the author\'s [file=\"87117\"]Soviet flag[/file] in conjunction with this flag mod. ~Inyri
CTF Flagg - Norge
flag in the same sentence. Naturally, since both this and Boogy's Soviet version replace the red teams' flag, you can only use one at a time. Other than that, pretty straightforward. If you're from Norway, or like Inyri you just think that Norwegians rule, give this one a slot in your base folder for some national CTF pride. ~ Kouen
Union Jack CTF Flag
knew it would happen eventually, right? Well I guess he thought just having the Soviet flag was silly, so he made a Union Jack counterpart to it. He described it now as "Cold War CTF". Could be fun, eh? Now we just need to go find some suitable skins. ;) ~Inyri
Soviet CTF Flag
simple, but it does what it\'s meant to so that\'s a plus as far as I\'m concerned! Check it out if you\'re interested. ~Inyri
Some Random Guy's Sniper Rifle
The author said he thought it looked 'cool', although I've never seen anyone who was trying to be 'stealthy' as the author described the gun who would wear predominantly [i]white[/i] gloves, but.... eh. The author's name is on the side of the gun near where the hands are and seems to be unnoticeable in first person view, but fairly clear from third person (if you're looking at the side). ~Inyri
Screen flashing grenade
leaves tiny chunks of itself behind for a second or two. Alas, it has no such effect on the trip mines and the detpacks. But who uses those, anyway? If you feel that this one strikes your fancy, who am I to stop you from having a wee little peek? - Jose
Zero\'s Saber Mod
changed to look like a flame with two oriental symbols in it. A small change, but it does add a little bit more interest to the game, so be sure to grab it if you like the look of it. ~Inyri
capitalize on that idea. Now you\'ve got square blades that have colors. Screenshot says it all. Enjoy ._. - Averus Retruthan
JKALua version 1.0 Beta.
them enjoying it that much. Basically, from what I\'m interpreting from this mod is the ability to run LUA scripts that you create. Suffice to say, I took a brief peek into the constants, parameters, and functions...not much there to be creative with. For the average consumer, one would get what the author deems an \"instagib\" script. Truth is, it\'s not even remotely close. Basically, I found that the author basically took the hit impact effects of the fully charged scope mode of the disruptor, and applied it to every weapon. How do I know this? Well it becomes blatantly obvious when you simply point your reticle at your target and hit the button. BAM. Instant death, like when my servants jump out the window for displeasing me. The bolt doesn\'t even HIT the target hitbox. Plus, if you have max everything, it\'d take two hits. In conclusion, I believe that this is a very rough beta, and you should put a lot more work into it, so that it may come off with more appeal to the masses. This would confuse more than entertain.. However, time and effort may disprove me in the future. Give it a look through =_= - Averus Retruthan
Menzis saber blades
Green=a Lazer , orange=CandyCorn ,Purple=a U.V_light and yellow=a Bannana with a bite taken out of it.[/quote]Well I'm not sure if I saw exactly the thing he was talking about (with the exception of the red lightsaber blade -- it really does look just like a candy cane) but it is something different, so if that's what you're looking for then have at it. This will change all the blade colors, and each one is fairly different. ~Inyri
empire replacement pack
Wars, although it'll be more like Clone Wars vs. the Rebellion I guess, since it doesn't seem that the New Republic side has been changed. Keep in mind that none of the necessary models are included with this pack (to avoid crediting issues) so be sure to download them at the links included in the read-me. This pack includes NPCs for both troops and vehicles, including droid troopers, droidekas, super battle droids, droid fighters, and other similar models. ~Inyri
of the camera *cough*reviewers*cough* this may come in very handy as it does not require cheats to be activated and it does not require knowledge of any console commands. It's just a variety of sliders that are clearly labeled. The menu is basically the pause screen, and as a result you can see the changes as you make them. Very handy for its purpose, to be certain, and much simpler than doing it the conventional way. ~Inyri
Plasma blades
that\'s serrated on one side. Add to that the bonus of replacing the usual saber blur with the sword trail and the end result is nice indeed. The author has also modified the colours themselves, there\'s a list of changes in the readme a little ways down the page. Would\'ve liked to have the blade retain some of the color of the core it\'s replacing, though. Would\'ve made it blend better. But as it is, it\'s quite awesome. I noticed one bug. The green blade has some weird issues that result in the effects used for the blades to show through with some pretty bad alphas. It could be simply due to my rather shoddy graphics card, though. As far as bugs go, that\'s the only one I could find. Whether or not you\'re into blade mods, I still suggest you give this a try. Can\'t hurt, can it? - Jose
Wooklyn\'s Awesome Saber Sounds Mod
the sounds to the public, or what silly/obscene things they feel the need to say in their custom sounds. When I see a mod composed [i]entirely[/i] of home-made sounds I need to prepare myself mentally before trying it out. I had a feeling this mod would be something fun, though. Either it was going to be awesome or the author was going to be a [i]total[/i] embarrassment to himself... either way, I would be entertained! Well I\'m happy to say -- both for your benefit and for the author\'s -- that this mod is sheer brilliance, is not embarrassing at all (well, I don\'t think it is), and is really [i]really[/i] funny. And, in a way, fitting with the game. You\'ll have to bare with me on that one as it may be subjective. :p A screenshot could not adequately portray the depth of this mod (mainly because it\'s a [i]sound[/i] mod, duh) so you will have to actually try it out yourself to see what it\'s like. Luckily the file size is very reasonable for a mod comprised entirely of sound files, so if you\'re feeling adventurous I highly recommend it. It certainly cheered me up. Basically all the saber sounds -- ignition, swings, clashes -- are done vocally. It sounds goofy, and it certainly is, but it\'s good goofy and not bad goofy. Some of the sounds actually sound very realistic. This guy might have a future in the television commercial industry! ~Inyri
Thin Blaster Bolts
they appeared in the film. I must say I tend to agree with him, to an extent, although I think he may have gone to the extreme end with his changes. Basically the blaster bolt has been thinned out. That\'s going to be the big appeal of this mod, although it does make some other small changes, like removing the charge effect from the blaster and reducing the glow. I\'m going to say I think they look a little too thin -- kind of like laser pointers now -- but it\'s really only my preference and this is probably still an improvement in the realism department. ~Inyri
Pumpkin Bomb
very [i]wicked[/i] pie, however this author thought to put them to a more... [i]incendiary[/i] use. This small mod reskins the thermal detonator to look like a pumpkin. It\'s a skin, not a new model, so it\'s just a recoloration and doesn\'t have a lot of detail in the texture, but somehow it looks quaintly cartoony and has a certain level of amusing factor to it. Give it a download if you\'re looking for a funny little change to your game. ~Inyri
Lightning Edge
replaces the saber blades with a cool lightning effect. Included are several pk3s for some of the several MP mods out there, such as FM3, OJP and so on. There are also two pk3s that modify the saber blade radius. Nice move, that. With the original blade radius the lightning effect is barely visible, you can only see a slight vibration in the blade. With a blade radius of 20, the effect becomes very apparent and the blade itself huge. In the end, it looks awesome. There\'s not much more one could ask from such a simple, yet effective mod aside from an epilepsy warning. But those with such misfortune shouldn\'t be playing the game anyway. [i]One can\'t expect much from someone who regularly gazes at the ceiling through the bottom of a bottle.[/i] - Jose
Ultimate NPC Fix
Dark Jedi Productions (LTD) Start-Up Video
with some advertisement for what I suspect to be the author\'s self-proclaimed modding group. Of course it doesn\'t include a mod with it, so I don\'t know why you\'d want to see his modding group\'s name every time you load the game, especially since it\'s pretty random -- some Matrix-y stuff, then like a psychedelic ocean ripple with some text. Use it if you\'re... bored, I guess. ~Inyri
Christmas Flag Pack
replaced with a little Christmas tree (with blue ornaments, how fitting!) and the red team\'s flag is replaced with a candy cane. Perfect for the season, and lemme tell ya that candy canes are good all year round. Pick these up if you\'re looking to add a little festivity to your next CTF -- or is it CCTF now? :p -- match. ~Inyri
Saber Magnify MP and SP V2
affect however the ingame saber. Maybe some of you will appreciate it, I know I do because I can see the detail on the ingame sabers much better. The author also made it easier for us placing different pk3s to work for the different mods out there like Japlus, ojpbasic, base ja and forcemod 3. Ayane Yamazaki[/QUOTE] Now the author has provided ingame magnify so that if you need to look at your saber hilt while ingame you can do so. Kudos for that. And also sorry for taking this long, problems with pc and isp are a real drag. [i]Ayane Yamazaki[/i]
Hello Kitty Console
not bad at all and also helps a lot when people write in black...(I hate that) Well if you\'re nostalgic or you\'re a fan of the small kitten then download now. :D [i]Ayane Yamazaki[/i]
Saber Magnify MP and SP
however the ingame saber. Maybe some of you will appreciate it, I know I do because I can see the detail on the ingame sabers much better. The author also made it easier for us placing different pk3s to work for the different mods out there like Japlus, ojpbasic, base ja and forcemod 3. [i]Ayane Yamazaki[/i]
Ingame Menus
use the demo function you will be removed from the server you're already in, so take care while using these menus. ~Inyri
Movie Blur
away like in the game does. I actually couldn\'t tell much difference. But if you guys can then I\'m sure you\'ll like it. Any mod that makes the game a bit more accurate movie-wise is fine by me. So what are ya waiting for? Gives this a download if it appeals to you! :D [i]Ayane Yamazaki[/i]
Sith Pack
you can see in the screenshots. Overall not much here but if you wanted to have these NPCs, given that you got all the pk3s this draws from, then go ahead and get them. Luckily the author has put into his readme the links to all the skins and models you need to get this working so that\'s a plus. [i]Ayane Yamazaki[/i]
Jawa NPCs
want to use these properly you\'ll need to download those files. It\'s basically your typical super-high-health-kill-you-with-a-big-gun NPC pack (even has a super-sized Jawa called the Jawa King!). Worth a shot for those of you who would rather beat up on Jawas than play against real people. Or maybe you and your buddies just hate Jawas... ~Inyri
Tavion Startup Screen
direct you to the screenshot that\'s presented, as words here will simply be wasted =_=. BANDWIDTH AT YOUR DISCRETION. - Averus Retruthan
AvP2: Predator Crosshair
this in my base folder. Download this if you are tired of the default crosshairs or if you\'re a fan of the original game. There isn\'t much more to say other than it doesn\'t change color when it\'s on an opponent or enemy as it is already red but other than that if you don\'t mind it not changing colors then this definately deserves a look. [i]Ayane Yamazaki[/i]
Best Clone NPC Pack
separately. This will add a plethora of new NPC files for this model pack, so if you were disappointed that the original didn't come with NPCs or want to try out a new NPC pack for it, give this one a shot. Details on what NPCs are included are listed in the read-me file. ~Inyri
Gungan Pack
tell, you are given a pack of NPCs that represent a number of Gungan folk. Honestly, the NPCs work, and function, so that covers that. They are of modest means as well, for the most part, so you won't see Gungans leaping at 4000 meters to pursue. The real kicker here is that they use custom weaponry. Why is this good, you may ask Averus? Averus says that there is a link to all the necessities, thus aiding the experience completion. Victory is yours, in the end...if you like Gungans. I didn't care for them much. They remind me of watered down Mudokons. Man, I'd love to chant and possess someone's body...then I could be a slig and gun down insubordinate workers. =_,= Anyway, PREPARE BANDWIDTH FOR DEPARTURE. OTAH BONGO DEMANDS YOUR PRESENCE IMMEDIATELY. - Averus Retruthan
server providers and mp game solo players who dont know how to scale models themseles. this file includes all yoda and vandar models i am aware of, younglings, SBDs, new nihilus skin and more as well as all old skins. This is for JA+ servers and it wont work in standart baseJKA multiplayer[/quote] There you have it. Do with it as you will =_= - Averus Retruthan
Christian Mod
Japanese for "Evil" or "Shadow". I'm actually a 17 year old white guy from North Carolina. Now, on to the file... This mod replaces the splash screens and the console and adds what the author describes as "a Christian theme". Now, I am a Christian, and I must say, I don't see an instance of Christianity in these pictures. The console picture was replaced by a stretched picture of lightning; and the splash screen is just the title of the game and the words "Christian Gamer" pasted at the top. I think it would have been better if you had a picture of the cross, or angels, or something. Now, the author states in his readme: [quote]I'm a Christian, and one day I decided I'd make a mod to remind me of it...[/quote] Let me say that if you are a Christian, you shouldn't have to make a mod to remind you of it. That's what the Bible and prayer are for. But if you like this file, and want to consider yourself a "Christian Gamer" then this file is for you. ~ Ryan (Yami)
World of Jedi Knight
author, with text underneath them that says \"World of Jedi Knight\". The only thing is... the drawings have [i]nothing to do with Jedi[/i]. One [i]might[/i] be female Jaden, but the other one is definitely some kind of Elf... probably from WoW, knowing my luck. They\'re pencil drawings, so they\'re pencil on lined paper which may be a drawback for some. The sketches themselves are quite nice, though. Just beware of the misleading file name and check the screenshots before downloading! ~Inyri
QuakeConnect v1.0
work if you ask me. Basically what this mod does, is creates a console for you to type in so you can say stuff while minimized or something, and look at conversations that might be going on while afk. Also, it logs the game for you, but you have to copy and paste what it logs into a text document. I did find a little bug. For some reason, when I tried to change the time that the console logs for before refreshing, it came up with an error and closed. So make sure you actually change the time you want it to log for, before executing a console command for any of the listed games in the readme. Now for installation. Something the author didn't explain, is you need to extract all of the files in the ZIP, into the gamedata folder of your selected game. Well, I had to for JA for it to work, it might of just been me I'm not sure. Anyway a nice little mod, though if you plan on creating a V2, try to add in more functions. -|Jorka Sho'Hen|-
Saber Clubs
to do many things, including hitting someone with R2D2. If you choose the dual sabers, with R2D2, you will really pack a punch. I got a one hit kill by doing a rolling stab at someone with him. R2D2 isn't the only added club though. Macman used the ingame guns, including R2D2, and a barrel. That\'s 12 new ways to hit somone! Macman also used the ingame effects of each weapon, and added it to the club, so when you hit the wall with the DEMP2, you can see one of its effects activated, which is really cool. The only thing I didn't like, was when I used saber throw, R2D2 loses all of his textures. I hope the author can fix this, cause I would just love to throw R2D2 across a map. :P Be warned, some of the other guns are not good for clubbing someone, especially if that someone has another saber. I tried using the Blaster Rifle Club against a bot, and that taught me how to go into negatives. -_- As long as I have R2D2 however, I will be happy. New Weapons: Obviously New Sounds: No New Effects: No -Airm
KOTOR Saber Pack
shabby. New Textures: Yes New Models: No New Sounds: No -Sared
Katana Blade
without the curve. They have designs on the actual blade themselves as most blades do, with the curved tip. The only problem with doing a curved tip is, no matter what angle your at, the blade spins with you. Oh well, I will say I like the crispness of these blades. Take some time and check these out. sidenote.... remember next time to include a readme. -Lizardking
Episode 3 Blades REVISED
ROTS Minimod
honestly, I figure as long as you follow his instructions in the readme, or just use the playermodel command, you'll be fine =_=. By the way, in case you didn't read the requirements, Anakin doesn't come with it =_O For those of you still left in the dark on this model and wish to try it: http://jediknight2.filefront.com/file/HS_Anakin_Skywalker;70767 You know the drill =_= and if not, you'll certainly meet the drill =_,= AHAHAHAHHAHAHAHAHAHA! *folds arms and disappears* - Averus Retruthan
Clonewar Stances and Effects
because I don\'t think the stances and new/changed anims really flow together very well. My main beef with this is that when you swing it seems to start out in the default animation, but then choppily switches to a newly defined anim and it doesn\'t look very realistic. I did like all the new stances, though, which look very nice indeed for the most part. Of course a lot more has been changed than just saber stances and a couple of swings, and I didn\'t have a chance to test this mod out to its full potential (since the read-me is a little vague on the specifics). It\'s also fully compatible with both JA+ and OJP, so that\'s another hilight that might make this work grabbing for some of you! I strongly encourage folks to give this a try, test it out to see how much it changes, and leave comments on your favorite parts. That was we can all find out just how far the rabbit hole goes. ;) ~Inyri
New Force Lightning Pack 2
effects to the table, there\'s no chance that there isn\'t something available for you to drool over. The following new Force lightning variations are available in this pack:[list][*]Force Ifrit[*]Force Ifrit 2[*]Force Shiva[*]Force Shiva 2[*]Force Bat[*]Force Bird[*]Force Ivy[*]Force Death[*]Force BeamZ[*]Force Ice[*]Force ElectBlue3[*]Force ElectRed3[/list]Some of these are really cool. My favorites are the Shiva pair, Force Ice, and Force Bat. Each variation features its own sounds that really polish off the effect. And if you want the whole nine yards, make sure to grab the skins that go with each Force lightning variant (for instance Dracula goes quite well with Force Bat). Not a bad compilation, if I do say so myself, and not something we get a chance to see modified to such an extent very often. Well, never actually! So good work to Tobe, yet again. ~Inyri
Dark Weapons Pack
most of the weapon textures were darkened, blackened, or desaturated. The flechette was probably the only weapon of interest, as it seemed to have adopted a little bit of green spatter. What for, I cannoy say, but I will not inquire further. Bandwidth or not to Bandwidth; this is the intended question that you must answer for yourself =_=. - Averus Retruthan
Sith Scepter hilt
use this against Tavion, sometimes your game will crash. To the author, next time I suggest taking out the saber blade so it is just the scepter itself, and maybe include a version that dosent overwrite a base saber model. Not really something I would personally use but maybe some of you can find some use for it. -|Jorka Sho'Hen|-
Customized Menu for Everyone
theme, I\'d say that it\'s celestial. Stars make up a pretty large portion of the launcher, visually, which are framed by two sets of red and blue flame-looking things. The words \"Jedi Knight: Jedi Academy -- Let the Adventure Begin...\" sit just above the buttons, which have a kind of cool wavy line overlay when you mouse over them. No new sounds though, which is kind of disappointing because I think with a little net surfing some cool and fitting sounds could have been obtained to really add that extra special something to this launcher. Otherwise it\'s neat, though. I\'d do a little more with the text though, personally. ~Inyri
Halo 3 Startup Screen
a black background, with, as I stated before, a Halo 3 logo on it, though it looks pixelated. The buttons are easier to read than the ones on the SG startup screen were, but some areas still sorta blend in. It comes with new sounds, but they are so quiet for me that I hardly even noticed they were there at all. Anyway, it\'s a simple screen, which I guess achieves it\'s purpose of bringing \'a little touch Halo to JKA\', if by that you mean throwing the logo on the startup screen. Give it a download if you want...
TK-231\'s Special Effects Mod V1 Base
it first! I will say, first of all, that this mod comes highly recommended by Averus. It changes quite a bit, and just to irritate you even more, I will say this much: READ THE README FOR THE LIST OF CHANGES. Suffice to say, there are some that apparently he didn\'t mention. At least one Gran sound came from Dark Forces O_o which is ironic, because I\'ve been playing that. Anyway, I will mention one bug that I caught unwittingly. In singleplayer, the gunfire sounds don\'t seem to play for the changed weapons. Other than that, the mod\'s fine. I will point out that I love the sniper zoom sound O_,o it\'s quite malevolent, and I will definitely punch an unsuspecting child in celebration. Overall, my words do no justice to this mod. I suggest reading the readme, looking at the screenshots, and see if this would be of any use for you. If you use gun mods, probably not. However, this is definitely worth an inspection =_= - Averus Retruthan
Extra Music Changer
little minimod that allows you to open a new menu to choose any song from the game that you want, instead of the music of whatever map you are currently on. It\'s great for those of you who don\'t listen to your own music ingame, as I normally do. It\'s even good for those of us who do, but want to listen to the ingame music for a change, as I occasionally do. Anyway, give it a download if you like this as much as I do. :p
Unrealistic, Imperfect, Not Like The Movies Saber Blades
nothing much to say about this mod other than what the author has already mentioned: [quote]replace the default blade with a white line[/quote] He\'s done exactly as he has said. At first, I thought I didn\'t notice any difference, but there is one, most definitely. Submit bandwidth if you are appeased by this offering =_= - Averus Retruthan
TLJK hud
a little mod for you. This does, of course, change the mod, but not very much. It seems that most of the HUD is the same. The force bar is a different color, though, and part of the \'metal\' part of the original HUD has been changed to a slightly transparent blue with what appears to be a white JK logo in it. Honestly, I am not impressed with it. The change is a bit too... small. At least, I think it is. However, if you guys disagree, feel free to give a download and check it out for yourselves.
Improved Gunship
You'd end up impaling yourself on your own rockets ¬_¬+ Now, Beaker Bongload, a modder whose submissions seem to be flooding in recently, has FIXED THIS O_,o! Basically, the author has merely improved the vehicle file and sounds ot make it feel more gunship-esque. Before I continue, let me say that [b]YOU REQUIRE THE [file="22028"]ORIGINAL GUNSHIP[/file] TO RUN THIS MOD PROPERLY.[/b] Otherwise, it'll screw up. Anyway, here are the additions in a broken down format: - Authentic Gunship Sounds(which I love ._,.) - Machine Gun as Primary Weapon - Homing Rockets as Secondary - Better shield supply - 9 passenger carrying limit Honestly, I find this to be a great modification,as I think the gunships got the bad end of the bargain when initially released. This modification comes highly recommended for gunship enthusiasts. SUBMIT BANDWIDTH NOW, OR ELSE DEATH. - Averus Retruthan
Desert Camouflage Concussion
something more awesome, and changes the projectiles as the side energy capsules as well! I\'m highly impressed. You turned the concussion rifle into an awesome piece of gunnery =_,= I HIGHLY SUGGEST BANDWIDTH =_= - Averus Retruthan
Ingame Character and Saber Menus
they look while playing, I would either have to start a new game each time I wanted a new part of the skin, or memorize the code for that particular part, both of which were annoying. Well, I now have a mod that will get rid of that problem. What this does is allows you to bind a key to open up the character select screen in SP, allowing you to change how your character looks. It also brings up the saber select menu once you have finished with the character select. Unfortunately, for it to take effect, you have to turn cheats on and type in \"playermodel player\" or just bind a key to do that. Overall, I think that\'s a small price to pay to do what this mod allows you to do. Hopefully a version two will get rid of the need to turn on cheats and reset the playermodel yourself... Give it a download if you find this as useful as I do.
Galaxist Saber Mod
ask Averus. Look carefully in the screenshots, and you will notice that the blade energies seems uneven and gritty. Personally, I would think this would be a more logical and accurate, given that I wouldn\'t think energy of that kind would remain in a perfectly straight line. However, that\'s just my opinion. Does this make your eyeballs send a message to your brain that it likes what it sees, thereby forcing your brain to send a signal to your mouth to make you say: \"Cool!\" in your native language? If so, I daresay you\'ve more than an idea as to what to do =_=. - Averus Retruthan
Army Camouflage Flechette
actually submitted to JkFiles. :p With nothing to compare to, I shall simply write a regular review, as if this wasn't a version two. Ingenious right? Well anyways, this mod changes the original flechette skin to a Camo pattern, which seems very appropriate as they are primarily used by swamp troopers. :p The skin itself looks pretty good, if anything it could have slightly less vibrant colors. As mentioned above, the gun now has new sounds and effects as well. Both are fairly nice, and fit the skin. The shooting sounds are however a bit too far on the deep side. Therefore creating an illusion of a far more powerful gun, quite misleading when you expect to blow a hole in the wall, while your bullets end up just kinda bouncing around. :p ~Metall Pingwin
SD - Fragmentation Detonator
in the comments.[/b] Remember the last version of the [file=\"64194\"]Super Detonator[/file]? This is kind of the next version of that, but it also kind of isn\'t so I\'m not going to label it as that. Instead of making some gigundous explosion that looks like it could engulf a small house, the thermal detonator effect has been changed to look like that of a fragmentation grenade. For those not familiar with realistic shooters, take a look at the screenshots. There are actually some frags that fly off of the explosion as well, giving it that realistic look. My opinion? Awesome. Awesome in comparison with the original explosion, which is weak, unrealistic, and... orange. Despite the fact that I love the color orange, the explosion was a little bit too neat and confined. This, while perhaps not \'thermal detonatory\" enough for some of you, is definitely a visual improvement over the stock effect. Check it out for yourself if you\'d like to compare. ~Inyri
Halo 3 Shield
Master Chief apparently uses a shield grenade. The author would like to make it clear that this is a shield change only and does not affect or add any weapons to the game. A simple mod, to be sure, but likely a popular one with those awaiting the release of Halo 3. ~Inyri
Dark Side SP
have been switched around, such as Alora being Kyle, Luke being Tavion, etc. (To see a full list of character switches, read the readme). Also, some sounds have been changed so that the right characters have the right voices in battle. I happened to notice, however, that while viewing the cutscenes, the voices are the same, which does not quite fit the mod, as Alora spoke with Kyle's voice. :p Other than that, I had fun slaughtering the jedi with this mod. Give it a download if you want a little change to your SP. Heheh... Thank you! *Cough* No more RE4 for me...
Louis Vuitton LightSaber
fashion. He had this Louis Vuitton lightsaber designed just for him...[/quote] This saber is actually a simple skin replacement. It takes the place of Kyle Katarn\'s hilt, replacing it with something meant to look like Chewbacca skin, I have to be honest, I had no idea he had decals under that coat of fur. :p There are two extra pk3s in this pack, both of them are alternative saber effects, matching the hilt itself, take a look at the screenshots to see exactly what they look like. I personally cannot say I prefer this over the original Katarn hilt, nor are the added effects better then my current saber modification. However if this floats your boat, give it a download. ~Metall Pingwin
Redeem\'s Starburst Sabers
a kind of exploded look, or a prickly look... Heck, they look like a starburst. It\'s not only the best adjective, but it\'s really the only suitable one. Another cool aspect of these blades is that each blade has two colors. For instance purple goes from pink in the center to purple on the outside, and red goes from orange near the core to red near the edges. Cool, no? I think so. Definitely a new and unique take on the average blade mod. Grab it while it\'s hot! ~Inyri [i]Psst! JA+ fans! Custom support for this mod is included! But you didn\'t hear it from me! *runs away*[/i]
Wøtw Official Stances
whoever reads this, just take a look at the screenshots to see how they are changed. The only real error I noticed was in the stance for the bomb weapons. The arm holding the weapon appears to have been squashed just above the elbow. Other than that, things work fine. I like the stances, but, I don\'t think I will be keeping this little mod over my own unreleased custom stance mod... Give it a download if you like the look of it.
.Hack HUD
interesting concept. The HUD itself seems like a fairly faithful replica of the original. There are some very minor inconsistencies when compared side by side, but it's nothing you would ever notice. The only issue I have with this HUD is that it absolutely lacks any indication of your saber style. Which may prove to be a big downside in some duels, especially if you want to surprise your opponent with a sudden uppercut, and you don't know if your using the strong or fast style without giving it away. Overall quite a nice HUD, and if you don't mind the lack of saber style bar, or a random face staring back at you, mocking you, laughing at your misery, then give this a download. ~Metall Pingwin
Throwable staves
fast style when only one blade is active. From my own personal usage, the staff throwing works only in Single Player, but the style change works in multiplayer. So, if you like the sound of it, give it a download. I, meanwhile, need to find new ways to tell you to give it a download. :p
changes the simple shadows to be slightly more detailed. That meaning it\'s made to look like a projected outline of a person. Sounds nifty? It is, save for the fact that every time you change the direction you run in, so does the shadow. Let\'s just say that the effect made me want to go back to blobs, for it was simply annoying and unrealistic. If you don\'t mind that small glitch, which I believe might be impossible to fix, then give this a download. ~Metall Pingwin
Dark Side mod
is Tavion, Kyle is Alora, Rosh and Jedi Knights are cultists, and you are a reborn. Not the most creative mod around, I am sure I have seen almost the exact same thing elsewhere, but if you like the sound of it, give it a download. Note to author: Next time, if you want your screenies included, please submit them in the proper format (jpg) and they will be added as well.
SP Collection - Boba Fett
too big really so it\'s not a huge deal. The basic idea is that this mod makes Boba Fett available in the SP species menu. Alas, no Hoth support once again. A little extra attention to that would be much appreciated in the undoubtedly soon-to-come next installment of this mod. ~Inyri
Dual Staffs
out, it wouldn\'t work in MP, so you don\'t get some superb advantage over your buddies. Just the already meager cultists in single player. Downside? Yeah... It\'s been done before. ~Metall Pingwin
SP Collection - Bespin Cop
powers... Yay. As expected there will be the "fudge up" with the first Hoth mission. Enjoy policing the Star Wars universe in a proper getup. ~Metall Pingwin
Republic Commando HUD
remember, and some added parts to make it fit with Jedi Academy. The shield bars are where you would expect from RC, with the shield counter in the bottom left. Health is also in the normal place, with the counter in the bottom right. One slight inconsistency is that the health bars won\'t change color as your health drops. Your Force counter is on the left, in the middle, and the ammunition counter is opposite it on the right. The rest of the HUD is aesthetic. Definitely a great recreation of the RC HUD. Fans should pick it up right away. ~Inyri
SP Collection - Alora
the Hoth missions, as the Hoth clothing fix has not been applied here. Yes, yes, I know. Tragedy, isn't it? Other than that, it works exactly how you'd expect. It will definitely clash with any other SP species mod, though, as there's a pretty good chance the same values have been used in each of the mods. It's a risk which is always present with this sort of thing, so if that happens, you'll have to decide which species mod you want to keep and remove the other. Well... if you want to play as Alora in SP without haxing, use this. ~ Kouen
Ja Hud
Alright, I shouldn't say litte... It's pretty big, but it shall explain why, very soon indeed. This HUD is still a beta, and a working one at that *thumbs up*, it seems that a beta that works is becoming more and more of a rarity lately. Now I'm sure the file size is constantly grazing your mind. Well, this HUD also includes a completely redesigned menu and loading screens. The main menu includes red Jedi Academy lettering, with a nice, seizure inducing, animation. And the picture of a hand, shooting out lightning doesn't help as the lightning flashes continuously, I daresay it led me to slight nausea. Now once I actually got to the game itself, and saw the HUD, I wasn't very impressed. The HUD is pretty basic, you get three bars, two blue, one red. As expected they fill up and empty as your health, shield and force powers fluctuate. The fourth column tells you which stance you are currently using with a cursive M, L or S. Theres also a changed talk bubble as well the console window. One minor error I found: During a loading screen there is writing which says: Patience is Virtue Somebody forgot an a... tsk tsk tsk. ~Metall Pingwin
Cloud SP
Player? Yes? Enjoy. ~Metall Pingwin
Stormtrooper SP
only thing this mod has going for it is that you also get red and blue color variations for the stormtrooper as well as a version with the arm patch thing. Enjoy. ~Metall Pingwin
Medieval Times: Melee Redux
Claymore, Shortsword, Aribeth\'s Longsword, Aribeth\'s Shortsword, Achilles\' Sword, Falchion, Aldred\'s Blade, Halberd, Spear, Quarterstaff, Dwarven War Axe, and Morningstar; 11 shields: Round Shield (Slat Shield), Buckler, Greek Buckler, Kite Shield, Barbarossa Shield, Elven Shield, French Kite Shield, Tower Shield, Dented Tower Shield, Roman Shield, and French Shield; and 4 player skins: Crusader, Moor, Viking, and Hoplite; you can be sure you will have some excellent Medieval fun :). The models in this pack are incredible. They are well detailed and have some very stylish shaders on them :p. If the models don\'t strike you as impressive, then the player skins sure will. They are extremely high quality (If I didn\'t know any better I\'d say the Hoplite skin was a model lol), and are pretty historically accurate. Inyri had a little help making this mod possible, like the blood effects were taken from the Slice, Dice & Mince - Melee Mod, and some of the shield skins and even one of the swords were donated by various members of the JA community (including me ;)). All the authors of those things were fully credited in the readme. The only downside to this mod IMO is that there are so many swords, but a only a very small amount of axe and club type weapons. I\'d like to see more in a v2 if there is one. Also, I\'d like to see some type of reformed engine to help with the damages, and make the shields actually act like shields ;). Bottom Line: If thou hath been waiting for a mod such as this, then thee must download thy file immediately. All thy player skins have Bot an NPC support. None of thy player skins have Team Colors. Glorious new sounds hath been taken from NeverWinter Nights. ~ Innocent Hawk
Jaden Startup Screen
image in the background. My second and third thoughts were something along the lines of \"Wow, you can only see the Single Player button\" and \"How does the author expect us to close this if there is no button to do so?\" So once you have this open, you either have to launch JASP, or (If you use windows) go to the task manager and end the process from there. If you want an incomplete startup screen, give this a download.
Congo\'s Violet/Blue Dispensers
dispenser is purple. Good? Bad? Up to you. Doesn\'t make much of a difference to me, although being so used to the green/orange I think I\'d be confused for a while. It would take some time to get used to, at least. Download if you\'re looking for some small changes to your SP gameplay! ~Inyri
JK2 Animations
to the ones in JK2. It does not change any of the actual stances while the lightsaber is on and the player is not moving, however. Also included is support for JA+ for those of you who use it. Give this a download if it sounds good to you.
Hell Blitz Rapid Fire Cannon
:p This mod is definitely a cheat mod, as it horrendously imbalances the game in favor of you. But hey, cheating\'s all good. I cheat, you cheat, we all cheat. Cheating\'s fine! Okay, well cheating in multiplayer is certainly not fine, but since this mod won\'t work in multiplayer the way it works in single player, there\'s nothing much to worry about. Let\'s get to the nitty gritty, shall we? Let me re-emphasize that this is not a new model, it is just a change to the fletchette gun. The changes include an increased rate of fire, unlimited ammo, and a new pinkish-red paint job (to represent hell, or fire... or hellfire...). Those are the basic changes. This mod was designed for SP, and as such certain features won\'t work in multiplayer (such as the unlimited ammo). So here\'s the thing. If you want to [i]blow away stormies by the dozens[/i], download this mod. If you want to be fair to the poor suckers (why would you? ;)) then keep your slow fletchette. ~Inyri
Flame HUD
[url=http://jediknight2.filefront.com/file/Industrial_HUD;77829]Industrial HUD[/url], with a color change and a few filters. The background is now red and silver, but it looks as if it has been liquefied. The bars look cracked, and the whole things has the effect of having had acid splashed on it and burnt through. The parts that have holes have what you could call a skeleton of the HUD underneath, which I though was a pretty cool thing to have. Now, when I think of a flame HUD, I would think of seeing fire. This HUD doesn\'t really fit that name, but I suppose it could be worse. Anyway, a decent HUD, I thought. Could be much worse. Give it a download if you like it.
Industrial HUD
think industrial, I tend to think of metals, not what I saw here. That being said, it is not a bad HUD. The bars themselves seem to have been only modified: the red health bar has had lines cut into it horizontally and vertically, the green shield bar is now white with big arrows pointing to the right, the blue force bar is now just white with no other changes as far as I saw, and the ammo bar is now white with what appears to be cracks at the end of it. The background is mostly transparent, the parts that do show remind me of crosshairs more than a HUD. It\'s partially transparent, and the edges aren\'t very smooth on the main part of it, but otherwise looks good. The arrows in the shield bar sort of makes it look bad to me, as well as the jagged edges, but I suppose there are those who would like it. Give it a download if it sounds good to you.
Electric Saber Mod
portrayed as blue, so green lightning effects would look a bit wierd. And as for purple? Ha. Ha ha. So this mod works exactly as advertised. It adds an electric look to the blade itself, and a very cool electricity-ish motion blur. As simple as this mod was created, it turned out really [i]really[/i] nifty. Just take a look at the screenshots. In fact as I was testing it I could only come up with two complaints. (1) the saber core is not shaped on the bottom, so it can be seen at some points to have a hard line at the bottom outside of the hilt, and (2) it could really use some crackly electric sound effects. Other than that, though, this is a perfect mod for what it\'s trying to do. ~Inyri
Legend of Zelda HUD
prove me wrong, be my guest. Switching gears, this HUD is very accurate to the LoZ games it sought to portray. The hearts represent your health and armor, the green bar representing your force, no style hud, and your \"money\" is your ammo. Very resourceful on the author\'s part. In general, it\'s very accurate and very reminiscent Despite that I will not be able to use this due to my reliance on JA+...*Stamps the Retruthan Seal of Malevolence* - Averus Retruthan
Repeater Blaster Pistol
\"gangstery\", with the blaster pistol held sort of sideways. I personally find the ready stance to look a little silly... but maybe you won\'t. Then again it\'s really not much sillier than the default one. The second part of this mod alters the weapons.dat file to alter the fire rate of the blaster pistol. The effect? It fires about four times faster than the blaster rifle alt fire. You could -- and probably should -- consider this something of a cheat mod, as it will make the blaster pistol the only weapon you\'ll ever need in the SP campaign (yes, it increases the ammo to 999 too). As you might have guessed, the fire rate portion and the ammunition portion of this mod do not work in MP. Sorry, no MP cheating for you! ~Inyri
New Saber Blade Sizes
little mod changes the length and width of all the sabers except one staff and one single saber. The length and width is based on the hilt chosen, so it will not work with custom sabers as it is. Some of the sabers are really long, some are really thin, and some are really thick. This mod also makes it so that when you throw your saber, it still spins and does damage on it\'s way back, though makes no sound. The mod should work for both SP and MP, which is a little bonus. A nice little mod if you are bored, I say. Give it a download if you are interested.
RGB Character Tint (SP)
shade of orange that you could never have? Now you can choose it! This involves a simple menu change, so it may not be compatible with other mods that alter the same menu file. ~Inyri
Clan Mod
http://roarclan.vault.ign.com//forums/ [quote]Finally, we have a good administration mod that isn't JA+ or lugormod. Presenting, Clan Mod! The new, and improved Jedi Academy administration mod. For Clan Mod, the goal is security, and as such, it differs from those other mods slightly. I will first point out the things that this has fixed that JA+ doesn't have. First off, it has flood protection on by default! Mind you, this is not the regular This means that nobody can make you crash by spamming you with messages. But, you can crash yourself. So have fun with that. There is also improved chat protection! This was actually one of the first things that I tested. While in JA+ you can kill someone who is in chat and has absorb, or another light side power, you cannot do that in this mod. Chat protection is much better in this mod. It even applies in duels! So no more chatkilling! Then, there's the reworked grapple. Sure, it doesn't have it's own custom model, but it's much better. First off, there is actually an animation that is played when you throw the grapple ''hook''. And secondly, there's actually a rope sound that plays when you're throwing it! And, also, you would think that when you grapple onto someone that you would follow them, correct? In JA+, it doesn't do that. In Clan Mod, it does! Sure, there is no swinging like you're able to do in JA+, but that might come in a later release. Moving onto the next thing, Admin! now, brace yourselves, there are five levels of admin. That's right, FIVE! And they're all customisable with a nifty bitvalue generator that is included with the mod. So yay, five levels of admin to use! I know that gives clans a little more freedom with admin, so you might like that facet of this mod. Now, there aren't as many admin commands as in JA+, but I can say that they are just a potent! First off is freeze, which literally freezes your character in mid-air! There are a few commands, such as scale, which let you change the size of your model! Hm, let me think...There is also splat, which in essence slaps you into the air and then you fall and die. There's a rather funny thing that goes along with this. If you put chat up, you bounce! But you can't do anything but bounce. Another commands is /lockname, which keeps a player from changing their name. There's silence, as well as /insultsilence, where if a player tries to speak, a random, pre-set, customizable message pops up instead. Quite funny, actually. There is a command to grant admin, as well. But as far as I could tell you're only able to grant the lowest level of admin. There are emotes, but there aren't as many as in JA+, thankfully. The few that there are just taken from regualr Jedi Academy. Oh! One of the things that a lot of you people will LOVE is the auto chat color option. What does this mean, you ask? You set a color, and all your chat comes out in that color! And among other things in this mod, you have a black saber, which isn't really black, it has a white core and a black edge. I think it looks cool. There is also the pimp saber from the OJP project, which goes through all of the saber colors, which is cool. There is also RGB saber and character support! Okay, now onto the actual clan part of the clan mod. So know how people always have their clan information in the message of the day? Well, this mod gives another outlet for that. There's a clan section for the mod, that takes up a spot on the menu bar. It contains the clans name, initials, recruiting status, whether they lame or not, as well as other information, so you can start putting different stuff in the message of the day! Also, now you don't have to wear those cumbersome clan tags! Clan mod has a slot just for your clan! So your name can go without the clan tags now! There's also a clan member login! However, there currently isn't clan tag protection, but we can look forward to it in the next version! Am I done? No. There are now four, count them, FOUR, duel types. There is melee dueling, full force dueling, training duels, and regular duels. Melee duels are just what you think, melee duels, you get 200 health and your fists. Can anyone say: ''Boxing match?''. I'm sure you all know what a full force duel is. So I won't explain what that is. The next one is the training duel. You take no damage in this duel type. None. It's meant for training. But, you can end it whenever you want. And now for the best part, this mod is server side! You don't need it to play on a server that has it! However, most of the things, such as the clan menu, you can't see without the add-on. And fortunately, It's included in the download! Both server and client versions for this mod are included in the download! And wait, that's not all! The Linux version is also included! I hope that this mod comes to replace JA+, or at least be put up onto many servers. I have had a couple of people come onto a server that I hosted, and they all liked the mod! I would just like to say that this is an excellent mod. ~Zach[/quote]
Mini Imperial NPCs
hearing the word "swarm". You can spawn a "swarm" of mini stormtroopers with this mod, if you so desire, or a rocketrooper or hazardtrooper, for that matter. Each PK3 includes an NPC file with a half-sized NPC in it. I'm not sure why there are three PK3s for one mod, beside avoiding NPC extension errors, but with only 3 NPCs I wouldn't think it would be much of a problem. I found only one (potentially serious) bug with this mod. Both the rocketrooper and the hazardtrooper are fine, but the stormtrooper is a little... broken. The player team is set to player, but the enemy team is also set to player, so the stormtrooper is trying to cope with you being both his ally and his enemy at the same time. Suffice it to say that this little stormtrooper is a bit confused, and you might find him a little boring to spawn. ~Inyri
are effected by specular lighting. What does this complicated garbage mean to you masses? Well, basically the lighting shines and bounces off the guns more realistically. The most impressive part was the author\'s attention to the scope on the E-11 and the Pistol. The E-11\'s scope takes in light now, and I was quite impressed by the simple genius of this modification =_,= The only possible downfalls to this mod would be the loss of the shiny and vanity aspects slightly. They seem a little more rustic, but that is hardly a problem. The only other problem is the large file size I suppose. Personally, if I used the default guns, I would keep this in my base. IF YOU USE THE DEFAULT WEAPONS, SURRENDER YOUR BANDWIDTH AND RECEIVE THE SMALL(in changes) YET IMPRESSIVE MOD. *stamps the Averus Retruthan Seal of Malevolence upon it* - Averus Retruthan
New Sabercolors
are the changes? Well it looks to me like the author enlarged the glow of the saber, and a white core has been added, with a bit more contrast on the colors. Simple? Yes. How could it be improved? If the author had troubleshot the reason the orange color changes didn't work, fixed them, and then had a complete pack. If you like it, then download it. ~Zach
Clonewar stances and effects
for once. My initial thoughts were naturally apprehensive, but I stand corrected on that. Behold, the contents of this mod: - New Saber, Force, and Misc. Effects: We\'re granted with a new looks for..well...=_= the above mentioned. The only effect I was entranced by was the lightning. As such =_,= I included a picture of me decimating a fool with my medley of spells. Other than that, I\'m not phased too heavily by the changes. GET IT FOR YOURSELF AND JUDGE =_=. - New Sabers: Yes, masses. You are granted with a large medley of sabers from the entire Star Wars series, so it seems. The second screenshot lists but a few. If you must know, the green midget\'s saber is in there as well =_o along with others. Each is rather sexually appealing. Not only are they included separately, they overwrite the default sabers so thou won\'t be disappointed. - Angry sounds: FORCE, SABER, and...curses that\'s it? I wanted to do an angry finisher...oh well -=THUNDER AND LIGHTNING=- there. Now then, some rather well-composed sounds were implanted for Force Push/Pull, Grip, and Lightning. All except perhaps the Force Push were excellent. Force Push sounded more like one of my artillery cannons, unfortunately. Nothing that would demean the sounds as a whole. The saber sounds were typical movie sounds, so what else is left to say? Well, they were sufficient and not bad to listen to. Not mind-shatteringly impressive, but GOOD NONETHELESS =_=. - Stances: allegedly there were a variety of stances in this pack. Alas, even when booting up a clean base JA game, I found nothing. Perhaps it may be just me, but all I witnessed was some saber igniting chances. Perhaps it\'s simply myself, or perhaps the author is at fault I\'ll let you all figure that out. Apparently my machine is TOO INEPT AND THUS REQUIRES TO BE KILLED. Overall? Decent. It\'s most definitely worth a submission of bandwidth should you be looking for a bit of SPARKLING ANGER WITH YOUR GAME EXPERIENCE...or pretty sounds/effects. Either way, SUBMIT BANDWIDTH HERE! *points to the Filefront Tower* - Averus Retruthan
CÄ Start-Up Screen
way. You're supposed to be under water for this. Now, this looks nice, except that it's a clan startup screen. It's not bad, but the picky people won't like it. There are new sounds, however I found them…kind of long. There are sounds of running water, that might be better suited to the screen if they were actually splashes. Meh, the author should just fiddle around with it, and find what he likes best. But for the rest of you, here's a different type of startup screen. Please note that the screenshot is only a picture of the background. Download the mod to check out the entire thing! ~Zach
Short Alora NPC
O_o....midget...*swings scythe horizontally at her and misses* =_O+ MIDGET! *Vertically cleaves her skull open* ahh =_,o midget =_,= I believe that she was also given a staff saber to make it more obnoxious =_= but that is irrelevant to Averus. DO YOU ENJOY MIDGETRY? DOES THIS OBNOXIOUS SCREENSHOT MAKE YOU GIGGLE IN YOUR CHAIR? THEN SUBMIT YOU FOUL BANDWIDTH THEN, INSTEAD OF GIGGLING, WHICH PROMPTS ME TO BEHEAD YOU =_O+ - Averus Retruthan
T2_Trip Redone:Grassland
just taking the textures, and putting green all over them. The efforts give mixed results. Is it really worth it to throw green all over the map? I don't think so. In fact, I'm thinking that the map looks really moldy right now. But if you like it, then it's your cup of tea. ~Zach
This is actually the windows server client. The mod itself is serverside, so you only need this if you want your own server. And now, so I don't cover what's already been covered, here's the old readme. [quote] Who likes InstaGib? I do! And here we have another InstaGib mod from DeathSpike, the creator of DS-Online. As some of you may or may not know, InstaGib is a game mode where you basically have a sniper/energy weapon with infinite ammunition, where one hit is a kill. That's what this mod is. You spawn with the disruptor, with infinite ammo and force. The force is supposed to be limited, or that's at least what I gathered when I tried to use force speed. That said, I found it strange that the Desann bots I put onto my server used Force Lightning. Anyways, that's not the important thing. The biggest thing is that I had fun. This mod makes use of Unlagged, which will aid players with high pings. Basically it just removes the lag so you can point and shoot at someone without having to lead off. It took a few seconds to get used to, but after that it gets fun. Play JK2? Like InstaGib? If so, then download this! [/quote] ~Zach
Troll Startup Screen
between good an evil, symbolized here by a blue color fading to red, is quite present here, giving the launcher a neat effect. New sounds are included, so if it's your cup of tea give it a download and spice up those 10 seconds you spend looking at the launcher every time you play. Just make sure you backup your original launcher files before you install! ~Inyri
Dark Force Mod
since not much has changed since the previous version, I will just give you a link to it and quote the changes from the readme. [url=http://jediknight2.filefront.com/file/Dark_Force_Mod;74048]Dark Force Mod v24.3[/url] Review [quote]-Fixed bug: Bot kata doesnt work on v.24.3, (even for kate_walker), now all bot can do. -Fixed bug: Jetpack gravity are too low, makes it difficult to have air control. -Fixed bug: Bot does taunting too much in battle, now addded flow control. -Fixed bug: Weapon charging time exceeding limit which is wasting ammo. -Fixed bug: Magic Melee (quad mode melee) is too weak, this should be powerfull. -Removing singleplayer extra at v.24.3, it's useless and wasting space :( -Compressing .dll file by removing garbage code to reduce .pk3 file size.[/quote] Go ahead and give this mod a try if you haven't before. If you have, here's another update. Share and enjoy! :p
Space Startup
and get onto the review! The background image has been changed to a space setting, with an x-wing and tie-fighter in the background. Oh yeah, the JK symbol is also in the lower corner, though completely green for some reason. There are some new sounds for it also, all of which I think fit the space theme well, except for the click sound, which is just a high pitched sound similar to the hover sound in the original startup screen. Overall, it's simple, it doesn't block the buttons, and it has a good working theme. Give it a download if you want a new startup screen.
think, which definitely gives it a little bonus. It gives the lightsabers a new, and somewhat cool, look, moving slightly away from the normal look without becoming something really off the wall. Keep in mind, of course, that it doesn't really have four blades, so you won't be doing four times as much damage or anything like that. This mod will affect all saber colors, however, so give it a try if you like the look of it. ~Inyri
Cyberpunk HUD
on the Elegance HUD, as you can see (The tic marks are very similar). Simple design, and it doesn't look too bad. I thought the colors were a bit bland, as it's all white. Maybe have each bar for health, ammo, shields and force be slightly tinged red, orange, green and blue. Or not. I'd just like a little bit of variation. Anyways, if you like the look of this, then download it. ~Zach (I stand corrected. It does not work in Jedi Outcast.)
Sharingan Console
understand what a sharingan is. But that\'s okay, because it doesn\'t matter if I understand what they are (so don\'t feel the need to explain it to me - deep down, I just don\'t really care). Console mods are novelty mods, so the fact of the matter is that these [i]are[/i] sharingans, whatever those might be, and if you\'re a Naruto fan you can download it to get a little reminder of the show every time you need to use the console! Doesn\'t look half bad, either, so if you\'re bored of the stars you could grab this even if you\'re not a Naruto fan. ~Inyri
Old Trilogy Sabers
basically most of the saber blurs look the same to me. I know. I generally don't notice that kind of detail. So you're the one to judge whether or not it looks good. However, I did notice that the blue_line and purple_line textures in this look the same. While that doesn't make a very noticeable difference, it does give the purple saber color a nicer look. So, if you like this, then download it. ~Zach
Matrix Shield
it's inanimate, most likely because it's a flat texture curved onto a round bubble. Jedi Academy's source coding doesn't allow for scrolling on the shield effect, and that adds to the freakiness factor. The pulsating effect which comes standard with shields is still here, naturally, and that (combined with the other aspects) makes the whole thing seem like looking at a Matrix screensaver after doing mushrooms or something. Er, not that I advise trying that sort of thing. >_> The idea doesn't really work out as well in practice as it does on paper, mostly due to the engine's limitations. Still, it's an interesting, if not weird, effect. It looks pretty good from a distance, but once you get up close the illusion is shattered. You guys know the drill. Feel like something new? Give it a download. It's certainly unique. Just be sure that you have no other shield effect pk3s in your base folder when using this, otherwise there will be clashes. ~ Kouen
Dark Force Mod
better as it goes along. This one, as with the previous version, is lacking a strange and unique title. Not important, but just something I thought I would mention. :p Anyway, since there were not a lot of changes from the previous version, I\'ll just give you the review to [url=http://jediknight2.filefront.com/file/Glory_Of_The_Sith_Dark_Force_Mod;65839]the Glory of the Sith (v1.6)[/url] review, and list the changes from the previous version to this version, quoted from the readme: [quote] 1. Bot special attack Previously all bot can do saber kata attack, but realize it just wasting bot think-time used for it. So i decided from now on, only 3 special bot can do kata : Kate_Walker, Jaden_Korr, and Jane_Swarbreck. Others bot are no longer allowed to do this special attack. However i\'m still allowed the kick attack. 2. Noghri Stick The previous arc used for noghri alt-fire are to wide (about 50 degree). This is causing the missile spread too far from the target. So i decide to reduce it at 30 degree in cost of the missile now can only charged up to 3 smoke missile. Don\'t worry this is more efficient way and make this weapon shot more accurate. 3. New npc : stboss A stomtrooper commander that use concussion rifle and have 1000 health. They are fun used for bot killer. I always play with them, spawning as much i like at some spot, this npc will waiting bot to respawn near of them and then shot them out! Type \"npc spawn stboss\" to spawn it. Use notarget cheat if you dont want to deal with them. 4. Extra bonus singleplayer Because this mod shared game source with singleplayer, there is some bonus you get : 4.a. Extra Sword & Saber hilt are available. Start a new singleplayer game, when you comes to saber hilt selection menu, scroll down to the end, you will find new hilt are available for you. They are sword and saber that is used in multiplayer part of dark force mod, such as \"Sword of Earth\", \"Mightiness Scepter\", \"Saber of Ice\", \"Saber of Wind\", and etc. 4.b. Full saber dismemberment. Cutting off head, waist, arm, and legs are always happen. You even see the special \"Right hand chopped off\" animation when your saber accurately cut off enemies right arms. 4.c. Unlimited force power (cheat) Type \"playermodel nico_collard\" then you will changed into dark force mod strongest npc multiplayer. You get 999 force power, auto defend from force grip attack, can control enemy body using force telepathy, and bigger playermodel. However, because she is set as \"killer npc\" or dark jedi, you must type in cheat: \"playerteam player\" to make you in light side, otherwise your ally (jedi, kyle etc.) will trying to murder you.[/quote] If you enjoyed previous versions of this mod, go ahead and give this version a try. If you did not like previous versions, I\'d suggest giving this version a try anyway, since a lot has changed. I personally have enjoyed this series of mods.
Trip Redone: Chistmas
opinion is that it doesn't look that great. It looks almost like someone took bleached sand and spread it across the map unevenly. While the idea wasn't bad, the result was….strange in my eyes. I do complement the author for taking the initiative to redo all those textures, but a white T2_Trip just isn't within my tastes. Please note that also if you have this, and if any other map uses T2_Trip textures, those textures will be replaced by these. But you can always remove this to get the regular textures back. ~Zach
Saber Stance Mod
to the right, and red is hilt up and horizontally. Personally I think blue and yellow look a little too similar; if they were a bit more drastically different it would definitely add more interest to this pack. However if you find these stances to be perfectly suitable for you, give them a try. ~Inyri
Red Blasts
fire, you can [file="73716"]still pick it up here[/file]. [quote]this particular mod changes the blaster bolts for the blaster pistol from yellow to red, to be more in synch with classic film footage. However only primary fire has been changed. The author claims he left the secondary "charge" as yellow because it looks more "powerful." Personally that seems like a silly reason. No blaster is going to change color simply because there's more energy in the bolt. This mod would be better, in my opinion, if the color was consistent through both primary and secondary fire. Other than that it's a simple, possibly needed tweak that may not have been done before. Pick it up if you're looking for more accuracy.[/quote] ~Inyri
Red Blasts
didn't mind folks wielding armor-piercing weapons, though... Anyway, this particular mod changes the blaster bolts for the blaster pistol from yellow to red, to be more in synch with classic film footage. However only primary fire has been changed. The author claims he left the secondary "charge" as yellow because it looks more "powerful." Personally that seems like a silly reason. No blaster is going to change color simply because there's more energy in the bolt. This mod would be better, in my opinion, if the color was consistent through both primary and secondary fire. Other than that it's a simple, possibly needed tweak that may not have been done before. Pick it up if you're looking for more accuracy. ~Inyri
Lava Sabers
that this would never work in reality, as I don\'t think the crystals are that strong XD. Now, onto the subject at hand. This mod intends to transform your meager lightsaber blade and trail into the adequately named \"Lava Sabers.\" The result is...not very lava-ey. While I\'d say that the blade is not bad at all,--The orange seems quite appealing, really.-- it doesn\'t seem to say: \"behold, for I am light and lava aligned together in malice!\" However, that shouldn\'t demote this mod\'s status that much. The blades are still quite decent. DOES THE ILLUSION OF LAVA APPEAL TO YOUR EYES =_O? IF SO, THERE\'S A BUTTON YOU CAN CLICK TO SUBMIT THY BANDWIDTH. - Averus Retruthan
Gungan Bomb
sounds fit or not is debatable. Firstly, the bounce sound is still the sound of metal falling on metal. Not so good. Second, the explosion now sounds like someone\'s dropping a missile out of a stealth bomber. Maybe I\'m just forgetting what Gungan bombs sound like, but I didn\'t think that was quite it. And of course the most annoying bit: the trigger is still on there. Making a sphere in gmax couldn\'t really be so hard. I hope perhaps the author will consider making/finding an appropriate model, rather than just skinning over the thermal detonator. Plus the sounds really need to be tweaked a little. Especially that bouncing sound... ~Inyri
Sith Lords Pack
and sounds. - New Menu - 3 maps - a small .cfg that\'s probably useless to you all I shall review these items of malevolent darkness in that order. Firstly, the Darth Jion skin. A basic reborn skin that was totally black and would have been a great success if not for one fatal flaw: the author attempted to use a cultist face texture for a reborn. The result is a twisted and contorted face. You\'re lucky I do not unleash my horde of Blade Harpies upon you for such sightlessness =_O! Proceeding forward, we arrive at the custom character reskins. While there is no script with a title on them,(see example in screenshot.) this is but a simple blackening of the clothing. Fashionable, but very simple if you ask me. With little to say about that, I shall proceed forward. =_= The saber retextures were quite primitive. The result was a simply blocky saber. A trail was lacking, so it felt like I was wielding a stick instead of a glowy saber. The sounds were...okay I suppose. Sabers sound all alike to me with the exception of a few sounds that entice my ears. The new menu was basically a red overhaul of the menu itself. Once again, very primitive and basic, but in my opinion it achieves an alright effect. The mouse cursor is all red, there is an Imperial March theme (though of questionable quality) playing in the background, and the menus themselves are all red. While I like it, it seems awfully effortless. The 3 maps. Yes, there are 3, but they are virtually the same: a simple box with a couple of buttons to spawn NPCs and open a barrier. The End. The maps were intended for ranks of the sith, as to be expected. While these maps were utilitarian, the author failed to put enough spawn points in the maps to prevent everyone from being crushed. Of course, if people could be PATIENT, it\'s possible to get along fine without that =_O *wags scythe at the public* The configuration is simply a set of commands that were intended for JA. If you want to work with it go ahead. Otherwise, I\'d suggest ignoring it if you don\'t know what the commands are meant for.(Or if you don\'t agree with those settings.) Overall, a very basic and primitive pack. I foresee that the author was doing what I do: Poke-Jab modding. Translated, it basically means the author did very simple alterations and innovations to make the whole pack look good. Not very impressive, but perhaps this could be of interest to some of the public. Make your pilgramage to the temple should you wish to take this. - Averus Retruthan
Kingdom Keyblade
thing, because with each version submitted by a different author the mods invariably get better and better! That said, it is my secure opinion that this is the most accurate Kingdom Key thus far. It is proportional, contains the details the others lack, and fits in your character's hand very snugly. The texturing also is not bad at all (though the skinmap could be cleaned up :p). This model does have a few weak points I feel I should point out. First I was going to say no shader, but there is a shader. It's just very very weak and not really noticeable at all. Kind of a bummer, really, because a nice shine would really pump up this model. Maybe even a [i]very[/i] light chrome shader on the silver parts (and maybe the handle) would really spruce it up. Also, sounds. Sword sounds... and I think we can all agree that this particular keyblade is not sharp, so it shouldn't be making sword hitting sounds. Real keyblade sounds would really polish this mod off, I think. Definitely something to look into for a v2 (which I expect to see, by threat of violence!). Also, I hate the JA sword trail. I personally just remove trails from all my weapons, and I think it looks more realistic. Don't know about the rest of you feel about the trails, so maybe I'm just rambling now... :p One other thing to mention, which some of you might not like, is that some of the stats have been messed with. For instance the damage scale has been increased, so the keyblade is unbalanced compared to regular sabers or weapons. Other than those few things, I'd definitely recommend this keyblade to collectors. Definitely one to add to the list. ~Inyri
NPC Training Pack
the bots just lack brains altogether. Personally if I were going to train myself to be a better JKA player (and let's face it, I'm a lost cause!) I certainly don't think I'd rely on NPCs to bring my skills up to par. However, to be fair, I suppose it's good practice when no one else is around. And if you can survive against these over-inflated NPCs, you deserve a medal! This pack includes 11 NPCs, all using default game resources, that have some beefed up stats, and it is set up so that there are five levels of difficulty, with level 1 being the easiest and level 2 being the hardest. I have to admit, I wasn't planning on testing these in-game until I took a look at the NPC file. To whet your appetite, the first NPC in the NPC file has a force regen of 999 and 2000 HP. Sounds like fun, doesn't it!? To further amuse you, the second NPC in the list is a shadowtrooper with Chewbacca sounds. Now I couldn't resist getting a sample of [i]that[/i] one in-game, and lo and behold I did hear a Wookiee roar or two. The odd thing about these is at least two of the NPCs sport at least four separate soundsets! There is even a Desann NPC with Ragnos [i]and[/i] rancor sounds. Weird... For those who enjoy testing their might against NPCs, this may be an ideal pack, as it provides both a challenge [i]and[/i] a giggle here or there as that evil shadowtrooper screeches at you in Shyriiwook! By the way, iron_gauntlet, the reason force_lvl_2 will make Tavion sounds sometimes is because you have set it to. [quote] snd ragnos sndcombat rancor sndextra ragnos [b] sndjedi tavion[/b][/quote]You may want to check over your soundsets next time before packaging it up! ~Inyri
Dark Force Mod
review here, since it just adds on to previous versions of this mod, so here is a previous review: [url=http://jediknight2.filefront.com/file/Glory_Of_The_Sith_Dark_Force_Mod;65839]Glory of the Sith (v.16) review[/url]. All I am going to do is tell you the changed from the previous version, quoted from the readme: [quote]a. Gibs (Gratuitous dismemberment) mode enabled -> This mode was designed for siege but not implemented. -> This mode causing all weapon can do dismemberment (cutting off body like saber) -> Now everytime you take down enemy, your weapon will do the special dismemberment. b. Two handed force drain enabled Like force lightning, you can do two-handed drain by selecting weapon melee or turn off your saber. Two handed force attack (either lightning or drain) are doing twice damage power than normal. c. Smile face animation enabled. The idea is coming from singleplayer game where our player model can make smile face rather than frown You might not considered from back, just use command "cg_thirdpersonangle 180" to rotate the camera, and type "reset cg_thirdpersonangle" to restore back. Not a usefull feature for a combat game like jedi academy, but slightly nice seeing the smile. d. Faster rocket lock -> Only need 1 second to lock on your enemy with rocket launcher, also longer target-lock range too. e. Fast disruptor zoom lock -> Cap off the zoom time with disruptor as faster as singleplayer game. f. Fixed bug : corpse being tortured by elevator Dark force mod enable corpse torturing, but when the torture is coming from the world entities like elevator, it just wasting memory, so the corpse will then be disintegrated rather than looping the elevator crush damage. g. Quad Mode gravity People in quad mode are more lighter their weight rather than normal, they have low gravity (50%) They can jump in air while normal people must jump from surface. h. Fixed some minor bug.[/quote] So, if you enjoyed the previous versions of this mod, give this a download, and enjoy the updated version.
MultiPlayer Xtra + Source Code
built off the SDK. Sadly, there's no features list, and as much as I'd love to test it and list everything I find, I've just come out of a fresh Windows XP reinstall and don't want to try anything unstable. Sorry, but other than what the screenshots show, I don't know much about what this one does. From the areas of the code that I read through, the code seems solid enough, and I could find no instantly recognisable security threats. Take care, when installing the pre-compiled mod into the gamedata folder, to make sure that you [b]ONLY[/b] copy the folder and files listed in the installation.txt. The most important thing about this file is that as well as a pre-installed version, this abandonware project also contains the source code, which is free for anyone to use as long as full credit is given to XharocK. Well, what more can I really say? Have fun! ~ Kouen (I'd like to take this time to apologise for the delay in getting this up. There's really no excuse other than simple human error, so you have my sincere apologies.) Side note: Does anyone else find it stupid that using HTML to change the font color to "lightred" creates a [u]blue[/u] font? :rolleyes:
DC-15s Blaster
did a forward jump I could see a space between the lower edge of my screen and the hand on the first person view. The model itself appeared to be simple, but detailed to me, although I really couldn't see that much in-game. Then again, when you're looking at a weapon model in-game, you don't see much. Anyways, this looks good, and in certainly an improvement from the previous version. There have been a lot of improvements to this model, so enjoy. ~Zach
Drakseye Saber (Original Concept)
has added a dragon head at the base of the hilt and then added wings as wing guards. It's clever, and I like the idea. It doesn't look bad either! In fact, it looks pretty nice. I wonder if the author is making a hilt for the contest. If so, I wonder what he's making. If not, I urge him to start making something for the contest. His originality would make for an interesting entry! Anyways, there are six versions of this hilt, with three different color schemes with a hilt without the blades on the saber or with them. I like this saber. I like it more than the other version. If I still played multiplayer, I'd have it replace one of my hilts. So I recommend that you download this. ~Zach
Instagib Mod
is sped up, but I still think it would have been more fun with more than one gun. I mean you could include the e11 and pistol can\'t you? I\'d figure it\'s not that bad of a factor to include. Oh well, overall this mod is very simple. If you\'re into high speed sniper death matches, this is definitely your cup of acid. DRINK IT AND OFFER YOUR BANDWIDTH - Averus Retruthan
Battlefront 2 Startup Menu
it's accurately brought to JA, it's a definite download. (>ZemmurkTrooper
Battledroid SP
basics, you get a partial tradeoff for your Single Player adventure: imperials for battle droids. Personally I like the trade off, but naturally there are flaws. However, the author mentioned the voice problem, so scot-free for now. Hm..an army of cyborgs..yes. I think that shall do wonderfully. Oh yes, offer your bandwidth, if not for the change in combat, then for the fact that you\'ll need those machines TO DEFEND AGAINST MY CYBORG ARMY. - Averus Retruthan
Cai Chien Wo Te Ai Ren
previous mods, so here are some reviews of the previous versions. Love Path (v.11) review and Glory of the Sith (v.16) review All I\'m going to do is tell you what changes have been wrought in this version, quoted from the readme. [quote] -------------------------------------------------------- Dark Force Mod v.23 update -------------------------------------------------------- 1. SP Style Jetpack! Flying as fast and smoother as singleplayer game with jetpack, The movement command still the same with some modification : To start jetpack : press jump and button use To fly around : press arrow button in direction To fly up : press jump To fly down : press crouch To stop jetpack : press button use * adding boba_fett jetpack sound + animation. 2. Heavy Melee enabled! This was for siege combat (chewbacca fist), but now you will get it in normal game. Heavy melee is a claw-punch weapon that does dismemberment and can destroy wall on siege. This heavy melee replace the normal melee you got. (adding claw :-) 3. Miscellanous -You get all weapon + inventory when spawn (to test out your new jetpack :-) -Sniper mode with binoculars : previously you can zoom in with disruptor to aim the target, now you can aim your target with non disruptor by using binoculars when targeting the enemy, as i have increasing the binocular zoom :-) -Smoother force offense (grip/drain/lightning) transition animation while holding non-saber -Unlimited jetpack flying time (i was want to give 999 fuel, but then why bother? just give it unlimited :-) -Unlimited saber throw range (i need this to attack far away enemy :-) -Fixed bug in v.22 that makes force push level 4 are slower than level 3, in this DF mod v.23 we fixed it. -Real flying mode for force jump level 4 (quad mode) : whenever you press jump, either in falling accidentally or releasing jump button in the air, you will re-jump (flying again). -Hacked turret G2 turbo, turret is weapon owned by map itself, like you can find on siege hoth. Now you can deflect that nasty weapon with your saber or ignore it with notarget command. -One hit kill cheat for people in Undying mode (10 times more damage, either in force or weapon attack) -No falling to death for human! Because you already have FREE jetpack! so if you falling and stuck, just use the jetpack to flying to the top of the combat arena. (seems fair :-) -Fixed some minor bug (movement, animation, etc. (not so important, but i do care about quality!) .[/quote] While some might find this mod fun, others may not like it. When I reviewed Love Path I found it to be fun, but that was me. Download if you liked the other versions. :) ~Zach
Cartoon HUD
generally in the way, so several modders have come out with smaller, more minimalistic HUDs to give the player the visual advantage in battle. This HUD is about as minimal as they come, and not just in size. The health and Force displays are in the top left corner, and... yeah, that\'s it basically. There are no visual displays for saber style, ammo, or armor. Ammo will show up as a text counter in the lower right corner, so you\'re not completely in the dark. But if you don\'t know what the style stances look like -- especially if you\'re constantly changing stance mods -- the lack of the stance indicator could be something of a pain. Other than that, though, it\'s a very simply HUD that ought to appeal to those who like a more cartoony look, plus it\'s not really in the way, which is definitely a plus. ~Inyri
weapons from the Melee Mod. So expect a lot of weapons and cool things. I actually kind of applaud the author because he made it so that you could get this, and that you didn\'t have to download anything extra. So that\'s just about it. ~Zach
Neodämmerung Duel Music
has been trimmed off, leaving you with a slightly shorter version of the original mod. As such, I\'m just going to give you the original review. [quote]Well, here we have a duel music mod. Basically this changes your duel music to be a song called Neodammerung, which is from The Matrix. While I can agree that this song is dramatic enough for dueling, and some pretty nice duels, the sheer length of it is the entire song is almost six minutes long. Why not cut your losses, and cut down the size of the file, do some music editing, and get an even better mix of music? Certainly, there are parts