This is a mod made for people who liked JKO's campaign but still want to be able to use all of their skins from JKA. This mod's focus is on porting Outcast's missions to the newer engine while trying to keep gameplay balanced and letting you use whatever mods you want from JKA. All with the storyline kept as intact as possible with the main focus being on simply getting the missions to work as intended. Some other bonuses included - such as scripts, new music and a new ui for single player.

Jedi Outcast - Academy Jedi Outcast - Academy

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2 comments by xxT65xx on Sep 26th, 2012

For the next release, I'm going to release it as another full version because I had to remove some things from the previous version and it's kind of a pain looking for the data to include. Besides, I'm not getting alot of downloads from the last version so I predict fewer downloads of a patch.

So far I've made a few glitch fixes and not a whole lot else. I was thinking of things to do and I thought of adding new skins to character creation, adding some new sabers, making new skins for the menu etc. If anybody has any ideas, take a shot and I'll almost definitely be able to reply (not getting alot of pms about my mod currently).

I've also looked into decompiling .bsps (compiled maps) so I could fix some annoying glitches (like the yavin skating glitch). I was almost sure it was illegal, but apparently, since Raven's maps are in the assets .pk3s, it is legal to decompile and edit them. It doesn't break the EULA to edit any of the data in the base folder, as long as you don't profit (or cause Lucas Arts a loss of profits). So, I'm thinking I might try doing that, but I would like some opinions first and enough people supporting the mod first.
(We edit Raven's skins anyway, so whats the harm?)

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Jedi Knight: Academy demo

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Welcome, apprentice. I am Luke Skywalker, and it is my pleasure to inform you that you have been chosen to undergo training in the ways of the Jedi at...

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JOA V2.5.2

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Feb 9, 2013 Full Version 18 comments

Some much needed fixes, a new extras submenu with mission select (for outcast anyway), and a small handful of new skins to add some variety.

Post comment Comments  (10 - 20 of 99)
Dimwitch2.0 Nov 4 2013, 3:12pm says:

how does the items work in this mod can't bring up the item selection menu. Am I missing something or is it not implemented yet

+1 vote     reply to comment
xxT65xx Creator
xxT65xx Nov 12 2013, 9:47am replied:

It still exists through console commands, but thanks to some problems in the way the game's saves work, using it causes a lot of crashes.

+1 vote   reply to comment
Forceboat Nov 4 2013, 9:46am says:

xxT65xx, is this pretty much a revival and/or update of obi1138's/obXI's version? There's both version 2.0 and 3.1 over at Gamefront still even to this day, here's what he did in his:

+1 vote     reply to comment
xxT65xx Creator
xxT65xx Nov 12 2013, 9:50am replied:

Yeah, more or less. My mod is basically a bunch of script-work arounds for issues in his mod. This was made before the source code was released, and my main computer died which is why I haven't really gotten to work with it. There are some issues that can't be fixed without the source code.

+1 vote   reply to comment
MizoreJedi Sep 21 2013, 11:00am says:

What do you think of these suggestions?

+1 vote     reply to comment
xxT65xx Creator
xxT65xx Sep 27 2013, 10:52am replied:

Most of that sounds good, but I'm not a big fan of regerative health.

My main computer crapped out not to long ago so I'm waiting to buy a new one. Can't do much without it unfortunately.

+1 vote   reply to comment
MizoreJedi Sep 28 2013, 6:15am replied:

I put more importance to self-regenerative shield rather than self-regenerative health, because I would make were most dangerous enemies, and therefore, the player would also have to be more powerful. Force heal would be a secondary role.

Sorry about your computer.

+1 vote     reply to comment
xxT65xx Creator
xxT65xx Jul 7 2013, 3:17pm says:

I've hit a major block to getting the objectives to work. I can't get the source code to convert, it keeps giving me an error. Something about "source bindings". Anyway, I doubt I'll have that fixed anytime soon. I have all the text but I need to define the reference objects (or something like that) in the source code. Help would be appreciated and I'm using Microsoft Visual C++ 2005 express edition.

+1 vote   reply to comment
DarthRevan2552 Jul 3 2013, 4:48pm says:

Cool mod, but i have encountered one problem i can't ignore, and that is my objectives do not appear in the datapad menu. Is it something I'm doing, or does it need to be updated?

+1 vote     reply to comment
xxT65xx Creator
xxT65xx Jul 6 2013, 4:23pm replied:

I don't use the objectives list personally, so I didn't think it would be worth the time to fix. If I make another release I'll try to fix it.

+1 vote   reply to comment
DarthRevan2552 Jul 6 2013, 4:38pm replied:

That would be great. Anyways, great mod! I really hope you continue updating and supporting this mod. I'd hate to see it die.

+2 votes     reply to comment
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Released Aug 26, 2012
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