I also found a strange problem with the force bar. This means that the original demo level (converted to the retail game, of course) and other levels with Snow won't work. It won't load any map that has the texture gfx/effects/snowflake1. Oh, and the game apparently hates Snowflakes now. Just figured I would mention this because I really don't understand what difference it could make. Apparently, U.W's version of the pistol works for the game, but not the one that originally came with the new Imperial model? I don't get it, but the problem is fixed. I also have the JK2 version of the Ultimate Weapon's mod installed. I removed the PK3 with both Hap's imperial and his Imperial pistol and the game now loads the default imperial with Hap's pistol. It says that it can load one LOD of the pistol but not the other. When I tried to load a game that has an NPC with Hap's Imperial Pistol, like the lowest ranked Imperial, the Imperial Workers and the Bespin Police, the game always crashes. Because I already have this model, I just deleted the file in the mod that has another copy of the Imperial the exact same applies for Hap's Stormtrooper. I have several other mods in my base, including my own version of Hap's Imperial with his pistol. None of the expected CFG problems thankfully, but problems that may have something to do with what the build itself is capable of. This is pretty cool, but I'm having some problems. STAR WARS®, JEDI®, & JEDI KNIGHT® ARE REGISTERED TRADEMARKS OF LUCASFILM LTD™ AND WALT DISNEY, INC.™ STAR WARS®, JEDI®, & JEDI KNIGHT® ARE REGISTERED TRADEMARKS OF LUCASFILM LTD™ & DISNEY, INC.™ ELEMENTS™ & © LUCASFILM LTD.™ & DISNEY, INC.™ AND/OR ITS LICENSORS. THIS FILE IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY ACTIVISION PUBLISHING, INC., RAVEN SOFTWARE, OR LUCASARTS ENTERTAINMENT COMPANY, LLC. The AI Workshop: an NPC debugging suite and playhouse Randomized dialogue system - some lines have been replaced with unused takes Dynamic Glow (from JKA) applied to many of the shaders in the game currently New AT-ST model, with improved handling and a new minigun weapon (many) fixed bugs and errors in the original game files A bounty of new commands and cvars to toy around with In the current release (Alpha 1), the mod contains the following features: If you are looking for the Jedi Academy version, you are sorely mistaken. This is the Jedi Knight II version of the mod. The series is based on OpenJK, which is in turn based on the source release from April 2013. Jedi Knight: Enhanced is a mod which aims to enhance the base game experience by adding new content, refurbishing old content, and forming a new creative base to work off of. The forums for this mod can be found here: This is an early alpha with not so many features. The first release of the Jedi Knight II:Enhanced mod.
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