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 Dec 26th, 2014

JOA v3 has been uploaded, this will hopefully be the last major update. After at least 3 years in the making, most major bugs have been fixed. Cutscene animations, objectives, the skating glitch on yavin swamp, shader conflicts with academy, not being able to dual wield on ns_streets and many more bugs have been fixed. Big thanks to user sanguinehipster at for fixing many of these bugs.

His mod can be found here:

Some small bugs still remain, the Galak boss fight on doom_shields doesn't work perfectly and some shaders may still flicker, but I'd say I've probably spent enough time working on this now. Unless any major gameplay breaking bugs are found, this is the final version of my mod.

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JOA v3 Full Version

JOA v3 Full Version

Dec 26, 2014 Full Version 0 comments

Hopefully the final release of my JOA mod. This mod lets you play Outcast's campaign in Academy's engine, some bonuses included. Requires ownership of...

Jedi Knight: Academy demo

Jedi Knight: Academy demo

Apr 26, 2014 Demo 0 comments

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...

Jedi Knight: Outcast Demo

Jedi Knight: Outcast Demo

Apr 26, 2014 Demo 0 comments

The Star Wars Jedi Knight 2: Jedi Outcast demo contains a level not found in the original retail version of the game. In the demo the main character...

JOA V2.5.2

JOA V2.5.2

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  (20 - 30 of 104)
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
Luktom100 Jun 16 2013, 6:29pm says:

Hi, i have a small question for you. Have you ever considered, to change the NPC's dismemberment probabilites from default, to 100 ?? I mean i really dont know why you didnt changed it yet, its like the primary thing which most moders do, when editing the NPC.txt files :D I know that most people like to punch in the "g_sabermorerealistic" code, but there is some amount of players which, prefers to use the default saber damage system. So could you please change the Dismemberment Probabilities to 100 in the next version already, hmm??? I mean it wont hurt anybody, if someone wont like he can just type in the code, or turn it OFF in the menu.(doubt it)

+1 vote     reply to comment
xxT65xx Creator
xxT65xx Jun 21 2013, 8:42am replied:

I feel that doing that makes saber battles much easier (faster kill times) so I didn't bother. Feel free to do it yourself though, just ask if you need any tools.

+1 vote   reply to comment
Luktom100 Jul 2 2013, 1:21pm replied:

You have my word, that there wont be any "Faster Kill Times" when changing the "DismemberProbabiliteis" values, from default, to 100%, becouse these values describe how often head,hands,legs,arms,waist are cut off, when you developing the critical\last hit to the enemy, with your lightsaber, and also the dismeberment happens only when enemy is dead, not when he is still alive, so there wont be any "fast kills" or NPC's running without hands, arms. It has also nothing to do with Lightsaber damage system, and as i said before, it is just cosmetics (but cool enough to add), so the game wont get easier all of the sudden. Just check it out for yourself how it works, then you will see what i mean. Change the Reborn "DismemberProbabilites" values to 100, spawn him in a game, and observe :D

I would do it myself, becouse it is easy enough, and i already done that once for JA, but it would be better if author would done this, becouse this mod is still in development, so it would be needed to change it every time when the latest relase of your mod is out :(, and come on people love the Dismemberment in JA, nobody would get mad about it, and even if he does, then he can turn it off in the Options menu, becouse it is still the default Dismemberment system only a little bit enhanced :D

So PLEASE, make up your mind positive about this :D

+1 vote     reply to comment
xxT65xx Creator
xxT65xx Jul 6 2013, 4:36pm replied:

I find that you can get insta-kills on most enemies if their dismemberment probability is set to max in their npc files. Thats what I saw, and it was a long time ago so I could be wrong. Either way, I may not make an update for some time and I'd prefer to include that as a separate .pk3.

I made this mod mainly so that you can use smaller mods for academy on Outcast. Feel free to add any race mods, npc mods, etc. I want my mod to leave the core of academy's gameplay untouched with Outcast's missions. Everything else is optional.

+1 vote   reply to comment
xxT65xx Creator
xxT65xx Apr 28 2013, 4:46pm says:

Hello everyone! Just thought I'd post that I've started screwing around with the source code, I might just have new stuff for the mod in the future. Nothing solid yet.

Also, I'm wondering about the legal implications of releasing the source code? Could I release all the maps for JO sp for people who don't have JO and get away with it =)?

+1 vote   reply to comment
PanderingPande May 25 2013, 12:14am replied:

No, only the code. You've already committed numerous licensing infringements by including the music.

+1 vote     reply to comment
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Released Aug 26, 2012
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