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Comment History
Adobe1shinobi
Adobe1shinobi - - 16 comments @ Jedi Redemption

Was really just looking for a mod that simply kept corpse from disappearing, a la corpse removal time from jedi academy.

Good karma0 votes
Adobe1shinobi
Adobe1shinobi - - 16 comments @ Jedi Outcast & Jedi Academy Modders

This comment has been posted in a private group.

Adobe1shinobi
Adobe1shinobi - - 16 comments @ JK II FX Mod

Thanks for the response.
Also I realized when you kill an imperial officer who has a key, they don’t disappear until you take the key from them...so maybe there’s a way to “trick” the game into “believing” every character [good or bad] has a key, that way they won’t disappear ever!?
Even the AT-STs disappear — everything must stay and not disappear ha.

Enemies, Droids, Machines...ha. Let’s start with enemies at least.

Hope that helps.

Cheers.

Good karma+2 votes
Adobe1shinobi
Adobe1shinobi - - 16 comments @ JK II FX Mod

....can you, or someone you network with, possibly somehow work on a mod that gets bodies to remain after they’ve fallen/died — just like “coprseremovaltime 0” in Jedi Academy...?
Bodies not disappearing enhances the experience when the player can see evidence of their battles throughout a level.

There are scripted events in the game where corpses do remain indefinitely — i.e. Yavin temple when the rebel alliance soldiers come down the elevator and if they die — their bodies never disappear.

I would think something in that event can be applied to the entire game, no?

A ton of people would appreciate something like that.

Cheers.

Good karma+4 votes
Adobe1shinobi
Adobe1shinobi - - 16 comments @ Jedi Academy: Enhanced

CORRECTION:
Your lightsaber ignites when equipped when jumping out of monitor views in both JKA original and enhanced, because of "give weaponnum 0".

Not a big deal really just odd.

Also, I’ve realized that in enhanced none of the weather works, the level with the train doesn’t have any rain, vjun minus the acid rain, hoth doesn’t have snowing etc.

Even though r_weatherscale is set to 1.


Good karma+1 vote
Adobe1shinobi
Adobe1shinobi - - 16 comments @ Star Wars Jedi Knight II: Jedi Outcast

Does anybody know if a cfg can be written to apply ”d_npcfreeze 1“ to an NPC after it dies, i.e. health reaches 0?

In attempting to figure out how to stop corpses from disappearing I noticed that “d_npcfreeze 1” actually kept corpses from disappearing permanently. The only problem of coarse is that every other npc movement stops as well.

Was hoping that a cfg containing something like:
d_npcfreeze 1 {npcs after they’re dead}

...could be applied somehow to only freeze npcs after they’re dead?

Or something in combination with the NPC.cfg found in assets0?

Any help is greatly appreciated.

Good karma+3 votes
Adobe1shinobi
Adobe1shinobi - - 16 comments @ Jedi Academy: Enhanced

Went through the entire game.

The only issues were:
1. No weather on hoth and vjun? Hoth was missing the wind and snow, Vjun the acid rain, but you still take damage when outside.

2. If you’re saber is equipped and you jump out of a monitor viewer your lightsaber automatically ignites (similar to JKO). This never occurred in the original JKA, which I prefer.

Otherwise it was a great mod.

Never saw the npc force users use any of the new force abilities though, but it was really cool to be able to use the noghri stick and tusken raider rifle.

Also love the extra color options for character (twi‘lek female yum) and saber color.

Good karma+1 vote
Adobe1shinobi
Adobe1shinobi - - 16 comments @ Jedi Academy: Enhanced

...now if only I could figure out how to stay corpse being removed in JK2 similar to the G_corpseremovaltime 0 command in JKA.

Good karma+1 vote
Adobe1shinobi
Adobe1shinobi - - 16 comments @ Jedi Academy: Enhanced

SOLVED.

Used a keyboard remapping app called karabiner.

Good karma+1 vote
Adobe1shinobi
Adobe1shinobi - - 16 comments @ Jedi Academy: Enhanced

GOT IT HA. FINALLY.

Just type "give weaponnum 0" in the console without quotes.

Then anything bound to weapon or weapon 0 will completely put away your weapon leaving your hands completely free.

I went a step further and simply bound my single player config file to:

bind "LEFTARROW" "weapon;give weaponnum 0"

..that way I don’t have to enter the cheat every time. Even though the first attempt will not net any results, subsequent attempts will result in you putting your weapon completely away etc.

This also works in the original JKA game as well btw.

....so now only the “num loc/clear” issue remains.

Good karma+1 vote
Adobe1shinobi
Adobe1shinobi - - 16 comments @ Jedi Academy: Enhanced

Okay so it seems you will only be able to put away weapons completely, leaving yourself hands free, if you begin the level with only your light saber, which inadvertently occurs when you load the start of a level. If you load a quick save or a save point mid level, holstering hands free won’t work, and you’ll consequentially also have the weapons you started the level with initially, along with any you picked up etc, but holstering won’t work.

Good karma+2 votes
Adobe1shinobi
Adobe1shinobi - - 16 comments @ Jedi Academy: Enhanced

Okay it seems like it’s inconsistent. Putting away weapons completely, leaving both hands free, will work on one level but not the next. Sometimes quitting the game and restarting my mac will gets it to work again.
I’ve also noticed that loading the beginning of a level takes away all your weapons except your saber (the same ones you choose before the level begins).

Good karma+2 votes
Adobe1shinobi
Adobe1shinobi - - 16 comments @ Jedi Academy: Enhanced

For some reason holstering weapon by binding a key to “weapon” doesn’t work on the Bakura level.

Good karma+2 votes
Adobe1shinobi
Adobe1shinobi - - 16 comments @ Jedi Academy: Enhanced

Never mind, stupid me, binding weapon works, awesome.

Too cool.

Good karma+2 votes
Adobe1shinobi
Adobe1shinobi - - 16 comments @ Jedi Academy: Enhanced

Also, I found this mod by searching for holster weapon via google.

That being said, is there a way to holster your weapon, as in, completely put it away similar to binding a key to “weapon” in jedi outcast?

Where once pressed, kyle would completely put away whatever weapon he was holding, leaving both his hands completely empty.

Is there such a thing in this mod?

*The saber attached to the playermodel when you have another weapon held is a awesome touch btw.

Good karma+1 vote
Adobe1shinobi
Adobe1shinobi - - 16 comments @ Jedi Academy: Enhanced

Great mod btw.

I’m on an imac mid 2011, and the original game I got through itunes ported through Aspyr.

I got everything working fine, except “num lock/clear” and “=” on the keypad are having some issues.

1. I have all my movements and most force powers bound to the keypad, with ”num lock/clear” bound to ”weapon 1, i.e. lightsaber” and I’ve noticed when I hit “num lock/clear”, I suddenly can’t move and instead weapons are drawn corresponding to the number pressed etc?

There’s something going on where hitting “num lock/clear” SWITCHES the keypad controls to the regular number keys found across the top of the keyboard i.e. the numbers between “~” and “delete”.

2. Also Enhanced will not let me bind the number pad “=” to “force lighting” or to anything for that matter? Something tells me this issue is related to issue 1 however.

In the un-modded game everything works fine with numpad “num lock/clear” and equal sign.

I tried sifting through the enhanced cfg to see if there was anything I could change, but it doesn’t appear so.

Any help is greatly appreciated. Thanks.

Good karma+1 vote