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Here we have an interesting new mod, entitled ‘Bladestaff Weapon Pack’. When I first read this I was expecting something along the lines of a staff with a lightsaber blade at one end, perhaps something similar to what the Emperors Shadow Guards use. But these are something quite different! Basically what we have is a few new single sabers, a couple with an axe on the end, and one with a very painful looking spiky mace on the end. There is also one available from the staff saber menu (it is the same as the single sabers, but it changes the stance to the staff saber stance).
These aren’t your ordinary terrifying looking giant axes though, as when you swing them you will notice that they leave a glowy trail. I am guessing this is why they are called blade staffs, because this is similar to the trail that a lightsaber leaves. Other than that there are no glowy areas on these weapons, so the glowy trail it leaves sort of looks like ‘magic trail’ or something. Although saying that, I have no idea if magical weapons leave a ‘magic trail’, I’m a Star Wars geek, I’m not really into the whole fantasy genre, so I wouldn’t know! :P
There were a couple of minor bugs that I noticed. The main one though is that one of these new weapons seems to replace the Katarn hilt in the saber selection menu. Like I said it is only a minor bug, but it can be slightly annoying if you use the Katarn hilt, as I do.
As for improvements, I would suggest working a bit more on the textures, giving them some more detail and depth, as they look a little flat at the moment. Also the red splotches on the spiky mace (which I presume to be blood) don’t look quite right. Its difficult to explain really, they just don’t seem to ‘fit’. But that’s just my opinion.
Apart from those small things though this is a cool weapon pack here, and I really liked the coloured glowy trail that the weapons leave, because like I said, it looks sort of like a ‘magic trail’ or something as opposed to the usual light trails left by our sabers. All in all a good mod here, keep up the good work mate! :)
New Hilt Model: Yes
New Sounds: Yes
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= STAR WARS: JEDI KNIGHT 3: JEDI ACADEMY MODIFICATION: -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- BLADESTAFF WEAPON PACK =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= AUTHOR: LukeSkillz EMAIL: firstname.lastname@example.org WEBSITE: N/A...working on it INSTALLATION: Stick 'bladestaff_JA.pk3' into your 'base' folder, which should be someplace like "C:Program FilesLucasArtsStar Wars Jedi Knight Jedi AcademyGameDataBase" if you are using JA, and something like "C:Program FilesLucasArtsStar Wars JK II Jedi OutcastGameDataBase". To uninstall, simply move the file elsewhere or delete it entirely (but why would you want to do that? :P) DESCRIPTION: This pack originally began when I was making a 3D model as a concept for a weapon for a movie. It was simple enough; the staff, the pads on the handle, and the blade (with some rather authentic-looking notches in it, I might add). Since I was already using 3DS Max, it was quite easy to make it fit within the 1000 vertice limit and port it to JK2 for the upcoming JK2 Jedi Customization Pack. That wasn't enough for me, though. So I reopened the model in Max, killed the blade, and made a new addition to the staff in replacement. And thus the Mace model was born...I gave it to the Reborn. And of course the villain of the game had to have some totally killer medieval-style weapon now too, so I killed the Mace head and put on a huge spikeball that only someone with inhuman strength could actually use. Overall, I think they turned out pretty good...they're simple, but simplicity is a virtue, is it not? Anyway, since the JK2 pack is moving slowly and is still WIP, I thought I'd release this pack independently and make it JK3 compatible (since my last release, which was JK2 only, recieved numerous demands for a JA version). Don't worry, though, this pack will work fine in JK2 still, and a JK2-only version will be included in the Beta 1 Public Release of the JK2 Jedi Customization Pack. BUGS: None that I know of...this is a pretty sensitive file, though. It doesn't seem to take priority if you have any other lightsaber hilt/blade mod files in your 'base' folder, so make sure your base folder is clean before you use this! Oh yeah, and the menu (JA ONLY) is a little bit weird when it comes to this mod. It shows the tags for the spikeball and mace models, yet it just shows them up as the regular bladestaff. Still, they should show up correctly in-game. CONSOLE COMMANDS (JA ONLY): (In case you don't know, bring up the console by holding down SHIFT and pressing ~. Close down the console the same way) Helpusobi 1 - enable cheats saber single_bladestaff single_bladestaff - dual wield the bladestaff saber single_mace single_mace - dual wield the mace saber single_spikeball single_spikeball - dual wield the spikeball saber dual_bladestaff - use the bladestaff in a two-handed, two-sided combat form (make some good use out of that pointy thing at the end, right?). You can, of course, single wield the weapons too (just leave off the repeated part) but I find that a tad bit boring... OTHER CREDITS/PERMISSIONS: Jesus Christ - for everything Raven/LucasArts - for the JK games YOU MAY USE THIS MOD IN YOUR OWN PROJECTS AS LONG AS YOU GIVE ME CREDIT IN YOUR README AND INCLUDE THIS README SOMEWHERE IN YOUR MOD'S PUBLIC RELEASE FILES. YOU MAY FURTHER MODIFY THIS MODIFICATION FOR PERSONAL USE, BUT PLEASE DO NOT DISTRIBUTE IT WITHOUT MY PERMISSION FIRST.
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