What's really included? Here's a breakdown of most of the added material:

Maps:

  • Alderaan
  • Bespin: Platforms
  • Bespin: Cloud City
  • Concord Dawn
  • Geonosis: Spire
  • Haruun Kal
  • Kashyyyk: Docks
  • Kashyyyk: Islands
  • Naboo: Plains
  • Ord Ibanna
  • Kamino: Tipoca City
  • Methlyn
  • Naboo: Prototype
  • Rattatak
  • Rhen Var: Citadel
  • Rhen Var: Harbor
  • Tatooine: Dune Sea
  • Yavin IV: Arena
  • Space Bespin
  • Space Endor
  • Space Geonosis
  • Space Rhen Var

New Game Modes:

  • Deathmatch
  • Team Deathmatch
  • Holocron
  • Classic Conquest

New Unit Content:

  • Knights of the Old Republic Era: Includes over 20 new hero units and more than 30 infantry units from the games KotOR I and KotOR II. Playable as a third era.
  • Clone legions varying based on the map: Includes Galactic Marines, 41st, 146th, 212th, and 327th legions.
  • Over 30 new heroes for Galactic Civil War and Clone Wars eras.
  • Over 40 new infantry units for Galactic Civil War and Clone Wars eras.
  • Over 30 new vehicles for Galactic Civil War and Clone Wars eras.
  • All the sides from Battlefront 1, to be played in the "Classic Conquest" mode (which includes gameplay like Battlefront 1).
  • Visually enhanced stock sides, as originally featured in the Unofficial 1.2 Patch by RepSharpshooter.
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Hi all! If you're still playing this in 2017, be aware that the Steam version of Battlefront II just issued an update that re-enables multiplayer but breaks compatibility with the 1.3 patch, a core tool used to enable a lot of the neat features in mods like this one.

Thankfully, user Spiret has updated Zerted's 1.3 patch to be compatible with the recent multiplayer update, and you can and should download it here if you're having any issues:
Gametoast.com

Conversion Pack v2.2 Patch Release

Conversion Pack v2.2 Patch Release

News 9 comments

Update to the Star Wars Battlefront Conversion Pack - first public patch (2.2). This includes a list of changes.

Conversion Pack Patch Update

Conversion Pack Patch Update

News 1 comment

Update on bugfix patching for Conversion Pack 2.0. List of changes and preview video.

KotOR Galactic Conquest (for Conversion Pack 2.0)

KotOR Galactic Conquest (for Conversion Pack 2.0)

News 7 comments

New addon for Conversion Pack 2.0 - KotOR era added to the Galactic Conquest gametype.

...And here we go!

...And here we go!

News 11 comments

Full release of the Star Wars Battlefront Conversion Pack. Try it out - double the content of your Battlefront!

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Star Wars Battlefront Conversion Pack v2.2 Patch

Star Wars Battlefront Conversion Pack v2.2 Patch

Patch 120 comments

This is the first public patch to the Conversion Pack 2.0. A list of changes will be made available in the related news post as well as in the download...

KotOR Galactic Conquest

KotOR Galactic Conquest

Full Version 81 comments

Add-on to Conversion Pack 2.0 that allows you to play the "Galactic Conquest" gamemode with the KotOR era.

Star Wars Battlefront Conversion Pack v2.0

Star Wars Battlefront Conversion Pack v2.0

Full Version 193 comments

Full release of the Star Wars Battlefront Conversion Pack. Download includes full auto-installer.

KotOR Sides Demo

KotOR Sides Demo

Demo 13 comments

Early beta of the KotOR-era sides. Conquest mode on the stock Mygeeto map, one mode for infantry and one for heroes. Note that not all heroes nor all...

Comments  (0 - 10 of 714)
Gunzzzzmaster
Gunzzzzmaster

I just installed the conversion pack and the v2.2 patch, and props on such a huge mod and overhaul first of all. However I personally was really only looking for the original Star Wars Battlefront maps, characters and game modes and would prefer to have everything else uninstalled (extra characters, heroes, KotOR content, optional game modes like 'XL', new character models etc). Is there an easy way to do this? (Without losing the extra Star Wars Battlefront I content of course).

Also is there a way to play the original Star Wars Battlefront Galactic Conquest? (OR have some of the first game's maps available in SWBF2's mode?)
Thank you for making this mod.

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Maveritchell Creator
Maveritchell

There's no way to "a-la-carte" pieces of SWBF2 mods, for better or worse. If you're concerned about having too many missions installed, you can always move the "BF1" folder in and out of your addon folder.

The KotOR GC addon (above) adds the SWBF1 maps into SWBF2's Galactic Conquest, but other than that, there's nothing provided to add them to the Galactic Conquest here.

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Gunzzzzmaster
Gunzzzzmaster

Thanks for the response. I don't really know what you meant by missions but this is the only mod I ever installed for this game.
And thanks, in that case I'll add the KotOR addon as well. Does it add other stuff too?

In the help document I read that deleting the following files will uninstall the mod: heroes.lvl, infantry.lvl, rep41st.lvl, rep146th.lvl, rep212th.lvl, rep327th.lvl, repmarine.lvl, rvs.lvl, swbf1.lvl, and vehicles.lvl. Is there anything I can delete separately without breaking the mod and without losing SWBF1 content?

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Maveritchell Creator
Maveritchell

You have a couple of options. You'll never be able to remove the selection option for modes, so be advised that any files you delete will cause crashes if you try and load missions that use those files.

The first option is to delete all the files listed except for the swbf1.lvl and vehicles.lvl. This would break basically everything the mod adds except for the "Classic Conquest" modes. You'd be able to play on the SWBF1 maps, but not with SWBF2 units (vanilla or otherwise)

The other option would be to delete just rvs.lvl, which would remove the KotOR sides. This would obviously break that era and the GC addon.

Without knowing the reason for removing things (i.e. is it just UI cleanliness? Is it hard drive space?) it's hard to suggest a "best" course of action.

The KotOR GC is just normal SWBF2 Galactic Conquest with additional planets where necessary and multiple maps per planet (where appropriate, e.g. Tatooine has three different maps that can show up), set with the KotOR sides.

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Gunzzzzmaster
Gunzzzzmaster

Ah I have a little more insight now. I'm guessing I won't be able to play the KotOR GC without the KotOR Sides but using a different era?

And if you want to understand my reasoning, it's just that I'm still aiming to get a vanilla-like experience (from both Battlefront games). I don't necessarily mind that the other extra content is there to select and play (like the KotOR stuff), as long as they don't 'intrude' classic game modes. For example if I want to just play conquest like it used to be in instant action, there's no option to do that since all these new heroes and classes are automatically added, the character models are replaced with new ones, the HUD is different etc.

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Maveritchell Creator
Maveritchell

You're correct. The KotOR GC is just the KotOR era.

If you want to play conquest just like it was in SWBF1, play the "Classic Conquest" gamemode. It's straight-up just the five classes from SWBF1, only-AI heroes, etc.

None of the default gamemodes from SWBF2 are changed by this mod either.

The HUD is a totally separate thing and definitely reconfigurable. Take a look at the most recent news post for the current version of the 1.3 patch, and you should be able to use that to reconfigure the HUD to your liking.

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Gunzzzzmaster
Gunzzzzmaster

Hmm in that case I think that this 1.3 patch changed more than just the HUD since the default Conquest really is different. I'm having a hard time finding the post you mentioned and finding where I can change the patch settings.

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Maveritchell Creator
Maveritchell

The conquest on the Conversion Pack maps is different, but that's not one of the default modes of the vanilla game. There may be a terminology confusion here. Loading up Coruscant: Jedi Temple conquest will be the same as vanilla (because it is a default mode). Loading up Tatooine: Dune Sea conquest will have added units (because there's no such thing as default SWBF2 Dune Sea). Loading up Tatooine: Dune Sea classic conquest will have the SWBF1 defaults (because it was a default in SWBF1).

As for the patch settings, I took a look at the installer in the link above, and I see the reason for the confusion. The guy who edited the 1.3 patch to update it for Steam multiplayer didn't add back in the configuration settings from the original patch. Download the latest version of the patch from this thread:
Gametoast.com

And then reinstall the link from the topic mentioned above (to overwrite the necessary files for MP compatibility).

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Sir_Crow
Sir_Crow

I'm having an issue with hero mode in the Old Republic Era, A few of the models are a bit bugged. Darth Revan's shoulder is a little stretched, his cape goes through the model, his purple lightsaber is missing, and also him, Malak, and I think maybe a few others' lightsabers spin around instead of the traditional swing, it's realllllllly frickin' weird.

I can send you my files so you can test them out if you'd like. I just really love this mod and the hero mode for TOR is the best part because I like the lore characters like Malak and Revan. Thank you so much for your time.

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Maveritchell Creator
Maveritchell

It sounds like you're describing things you wish the mod did differently rather than actual bugs.

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Sir_Crow
Sir_Crow

Let me make it clear: The models are ****** up.

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Sir_Crow
Sir_Crow

It's not a preference, it's a bug. The lightsabers aren't held in the characters' hands and spin around really fast. Darth Revan's right shoulder stretches out u n n a t u r a l l y and his cape clips like crazy, along with Darth Malak's as well. I'm not describing changes I'd like, "Oh could you please do this?" I'm saying it's a bug. I'll install the mod first to see what it's incompatible with, but please, for the love of all that is ******* holy, don't call me a liar. I love this mod and want nothing to do with the idiots who spout nonsense like "THIS ISN'T IN THE MOD I HAT U". Okay? Sorry if I come off salty, I just am.

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Maveritchell Creator
Maveritchell

Things that are opinions:

1) Darth Revan is missing a purple lightsaber
2) Lightsaber animations are not the "traditional swing"

Things that are imperfections I've known about for a decade:

1) Several of the models in the KotOR era are a little janky

I appreciate your passion for the mod, and I can't send you back in time nine years, but the models used in this era are some of the first custom character models our community put together. They're pretty inconsistent in quality. The weights are not always perfect. You can see exactly what Revan "should" look like in the first video posted on this mod page.

I'm not going back and papering over the contributions of a bunch of people this far down the line. WYSIWYG; take it or leave it, hombre.

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Sir_Crow
Sir_Crow

If it helps, there is a mod with models called The Sith Wars II, which has the same models but... you know, perfect lel.

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Maveritchell Creator
Maveritchell

Yeah, turns out if you're willing to have absolutely zero scruples and you're fine stealing from other games, sure, "your" models look great.

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Sir_Crow
Sir_Crow

Oh, you're not willing to use those... shame really.

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Sir_Crow
Sir_Crow

Does this mod include the 1.3 patch?

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Sir_Crow
Sir_Crow

Might be a patch issue.

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Star Wars Battlefront II
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9.3

246 votes submitted.

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Highest Rated (4 agree) 7/10

The mod adds on a great deal of content. And for role playing especially, this mod is handy. However, this mod is far from perfect. As like with Dark Times II, I often experience crashes when trying to use certain maps, and some of the models (I keep think of Bastila...) seem to need a replacement or upgrade of some kind. KotOR is a welcome era, but weapons feel a little less distinct, and it just feels less familiar when playing KotOR era. I didn't get to play GC, but I found often that the sides…

Jun 11 2011 by TheUnabridgedGamer

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