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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