I believe that there are names that still are unknown. You are free to contact me and I will put your credits here as fast as possible! I DONT WANT TO LET NO ONE WITHOUT CREDIT. CONTACT ME ASAP IF YOU HAVE INFO OF SOMEONE I AM FORGETTING.

IMPORTANT NOTE FOR THE CREDIT AUTHORS: If you have problems with me using your skins, models, effects, animations, etc. I don't argue. Just contact me and I will remove the content as fast as possible.

Main Special Credits: LucasArts / Ravensoft / BioWare / Obsidian / John Williams / Jeremy Soule / Mark Griskey / Guys inside the audio development of both games / Texture and Model artists / Kotor 1 and 2 Voice Actors. All the people behind KotOR is truly amazing people. I enjoyed both games a lot. Thank you so much!Very Very Special Thanks: George Lucas


Note: Please understand that this is a dueling mod. This is not an RPG mod. Several features were modified to fit the gameplay style of Jedi Academy, and purpose of the mod. Again, this is not a 100% equal KotOR 2 remake. It is natural that this mod is challenging and probably frustrating for those that are not accustomed to duel in this game nor play Jedi Knight on high difficult. I invite you to go to the "Tutorial" section on this webpage and check the guides I made for the players that have hard time beating several duels. Thank you so much for playing. Your support is amazing. Thank you for everything!

Star Wars Jedi Knight Jedi Academy - KotOR 2 Duels

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Please re-download the package if you downloaded the mod before the date of the latest patch below.

(V1.1 + Fix 1 - Patch 13th February 2019th)

Download SW Jedi Knight Jedi Academy - KotOR 2 Duels V1.1 - Mod DB


V1.1 Features:

Star Wars Jedi Knight: Jedi Academy - Kotor 2 Duels V1.1

Recently I had some time, and decided to mod JKA a little bit to publish this long-due update. This patch aims at improving gameplay by revisiting the core version of the mod in almost all of its areas. By now, the experience of the mod should be a little bit more enjoyable in Singleplayer. But this time I decided to expand a little bit into Multiplayer by adding bots and including the revised V2 multiplayer map-pack.

Patch notes 1.1:

Star Wars Jedi Knight: Jedi Academy - Kotor 2 Duels V1.1 Citadel Station


  • Non force users had been tweaked. For example, Mandalorians will not be force pushing others anymore. I did it so characters act more naturally as what they are supposed to do.
  • Bosses and Jedi Masters had been tweaked to improve dueling. Several abilities had been removed from certain NPCS to tune them to their specific force usage. As Jedi, using light force abilities as dark using dark side powers.
  • Added a few npcs to complement new menus, alongside with bots. Some of these are both gender Exile, Ithorians, Duros species and tweaked existing ones.
  • Brianna now uses a blue lightsaber instead of a yellow lightsaber.
  • Several NPCs now use proper Jedi Knight: Jedi Academy hilts. Please note that some custom hilts are causing errors in specific missions. For example, if I mix Darth Revan with one of his lightsaber hilts, a ghoul error is produced asap as the player hits the NPC.SW Jedi Knight Jedi Academy - KotOR 2 Duels V1.1 Darth Revan Hilt JKA
  • Darth Sion blade length has been fixed.
  • Nihilus saber hilt has been changed from Desann to Single JKA ones.
  • Some models had been changed for some npcs. Now, the sith assassins and sith lords show their proper model from KotOR. This is also thanks to a generous contribution made by Torlen AKA RevanKnight. More details in the credit section.SW Jedi Knight Jedi Academy - KotOR 2 Duels V1.1 New Sith Lord Model


  • Removed transitions in several menus.
  • Redesigned the planet selection menu. Now, the text is near each planet.Star Wars Jedi Knight: Jedi Academy - Kotor 2 Duels Planet Selection Menu
  • Revisited and redesigned the Character and Lightsaber menu to match them more to their KotOR 2 counterparts. Fixed several textures in the process.SWJAKotOR 2 Duels Version 1.1 New MenusSWJAKotOR 2 Duels Version 1.1 New Menus
  • Added several new menus under the “Cheat Menu” while tweaking some of the options in the same.
  • Added “Weapons/Saber/Color Menu”, “Force Powers Menu”, “Sandbox Levels Menu” and “Party Menu”. These include new menu textures and navigation. I hope you like them.
  • The old menus, music, npc and level had been tweaked a little bit to provide a cleaner layout and easier access between menus.
  • Changed music when you turn into the galaxy map. From the sith lords theme to the Ebon Hawk theme. This was for nostalgia purposes.
    • Some explanation about what are the new/old Cheat menus.SWJAKotOR 2 Duels Version 1.1 New Menus
      • Music Menu – Offers you songs from KotOR 2 and JKA
      • NPC Menu – Offers you a small list of NPC options for you to spawn with a click.
      • Level Menu – Offers KotOR 2 mod missions and JKA missions which can be loaded with a click.SWJAKotOR 2 Duels Version 1.1 New Menus
      • Party Menu – Offers the KotOR 2 party screen with options to spawn any KotOR 2 party member from there. Just click in their picture/name.
      • SWJAKotOR 2 Duels Version 1.1 New Menus
      • Weapons/saber/color-menu – Offers you the ability to select any weapon from the game, change between one, two, dual or even vibroswords on the go and saber-color too with a single click.SWJAKotOR 2 Duels Version 1.1 New Menus
      • Force Powers Menu – Allows you to customize what level you want your specific powers. All the powers of the game are there, with a click, you can customize which powers you want at what level. There is also a special entity there that if you click, you will trigger an audio and you will have max force powers.Star Wars Jedi Knight: Jedi Academy - Kotor 2 Duels V1.1 Force Powers Menu
      • Sandbox Levels Menu – This offers you the multiplayer map-pack. These are the maps without scripts so you can explore freely without worrying about scripted events or you can do whatever you want in there.
      • I wanted to do a playermodel menu too, but for some reason JKA started to go nuts. I suspected it was that I was reaching some kind of limit or something in the engine. Anyways, if you want to play as someone that is not in the character menu, just open the console and type playermodel, followed by the model you want to be. These models are in the files of the mod. I will leave you some examples below.
        • Playermodel Nihilus
        • Playermodel Sion
        • Playermodel Atton
        • Playermodel Brianna
        • Playermodel Atris
        • Playermodel Visas
        • Playermodel Bastila
        • Playermodel Malak
        • Playermodel Revan

And so on…

So far these are the menus available. I hope they serve you well in your playthrough, and don’t forget the main menu too. That one has some useful commands in case you are struggling in the mod. But hence, I made some npcs weaker, so, the mod should be easier overall.

New Features:

  • Added 75 bots with their own lines for multiplayer. This goes in complement with the Multiplayer Map Pack. Total credit to Raven Software, Obsidian Entertainment and LucasArts. Now, most of the bots post things in-game from the lines from KotOR. Some bots have more variations than others, but you may see a familiar dialogue line from time to time. Also, each bot has its own personality and script. I do recommend not adding more bots because I am pretty sure I reached the limit. A standalone version of the bots will be released online too, but note that it will need some extra files from this version of the mod to work properly. (Scratch that last thing about extra files. I released the bot-pack and works well independently now. Links below in the standalone addons area).Star Wars Jedi Knight: Jedi Academy - Kotor 2 Duels Bot-Pack
  • Added a new HUD. Originally made by Laisum and published online. Thank you so much Laisum for letting me use your HUD. Note, permission was requested and the request was accepted. Thank you! – The new HUD makes the KotOR mod more immersive.New HUD! - Made by Laisum
  • Four new menus under the “Cheat Menu” – These are, party, weapons/saber/color, force powers and sandbox levels. You can access them in-game via the bottom-left button of the screen.
  • Added three new small maps. These were on my PC for a while, and I decided to get them out on this version. These were originally done for more missions, and may still need more work, but these are playable by now and there is 0% chance that I may do more missions any soon. By this, I released these in this pack. I hope you like them.
  • Tweaked the saber effects a little bit to resemble the blades from KotOR. I hope you like them. These can be removed if wished.
  • The environments are now destructible! Almost like in the Matrix. Not all the maps support this and some support it more than others, but in one way or another, you may see the floor breaking or a wall. Maybe a support, or probably something else. I hope you like this feature. It makes dueling interesting.

Star Wars Jedi Knight: Jedi Academy - Kotor 2 Duels V1.1 The Ravager


  • Revisited each map of the mod in its single player and multiplayer versions. Then, I did a rebuilt process on all of them. Lightning looks a little bit better, but the build times did increase exponentially in some maps. Some more details in the following lines.
    • Fixed an issue with an invisible wall on Dxun Mandalorian Outpost.
    • Citadel Station Docks had been redesigned. Now, there are two more areas to enter and grab pickups.
    • Fixed lightning issues on the Dantooine mission against Vrook.
    • Changed texturing in all of the tomb maps from Korriban.
    • Redesigned Sion Duel at Korriban to resemble more to the academy at KotOR 2.
    • Fixed trigger issues on most maps.
    • Added a fog layer to The Ravager map.
    • Fixed song quality issues.
    • Fixed the fog on the Kreia Vision map. Back then it was yellow-gray, now it is blue.
    • Fixed several lightning issues on the ceiling from the Malak vision map.
    • Fixed plenty of texturing areas on Citadel Station. Same with entities and removed breakables. Added doors and tweaked entities for all three modules.
    • Revisited and did a small re-design to the Dxun Duel with the Sith Lords map. The background is now more reminiscent of its KotOR 2 area, and added red fog.

Star Wars Jedi Knight: Jedi Academy - Kotor 2 Duels Destructible EnvironmentsStar Wars Jedi Knight: Jedi Academy - Kotor 2 Duels Destructible EnvironmentsStar Wars Jedi Knight: Jedi Academy - Kotor 2 Duels Destructible Environments

    • Added breakables on almost all maps. This means that when you hit a place in the floor or a wall it will break. Works in both, Singleplayer and Multiplayer.

SW Jedi Knight Jedi Academy - KotOR 2 Duels V1.1 SP Pickups 2

    • Added a hollow tomb in the Dxun Duel with the Sith Lords map. Now, the player can pick up the Freedon Nadd lightsaber. If you have a single blade, it will automatically assign you the second saber.
  • Tested for bugs, found plenty, but fixed most by this release. (AKA invisible walls, objects, broken geometry, bad texturing, etc.) Maps should be working really nice, especially the ones from Multiplayer. I took extra care on these. If you find any bugs, please feel free to let me know to fix these in the future.
  • Darth Sion duel at Korriban has been re-designed. I decided that the map was not good enough, and I did a small re-design. I hope you like it.
  • Multiplayer maps had been deeply tweaked. In this situation, I added better entities for multiplayer gameplay. The one I like the most is Citadel Station. You will find plenty of medpacks, shields, weapons and more around maps.
  • I did some small secret easter eggs to some maps. The first one is on Peragus. If you are using the mod, plus the map-pack correctly. You will be able to see Atton in its cage. That area is now accessible. Next is on the Trayus Academy, at the duel with sion. There is a wall which you can break and which will give you plenty of items to survive the duel. Also, I added a door in this area which also includes a room with entities for the player.

Star Wars Jedi Knight: Jedi Academy - Kotor 2 Duels V1.1 SP Pickups

  • Levelshots had been tweaked, both singleplayer and multiplayer. Also, revisited plenty of levelshots that had typo errors. I still have these, but at least they will not be like way back. They were pretty bad.

SW Jedi Knight: Jedi Academy - Kotor 2 Duels SP Map Pickups


  • Revisited all of the map audio files and changed them while in the editor. Now, the music sounds better. Every song has been re-exported to reach maximum quality that I can possible deliver. Some others could not be done because they had limitations within the script, and they had to be that way. Still, everything sounds better than before. That last Ebon Hawk battle music I left regarding its quality was a sin. I apologize about that.

Star Wars Jedi Knight: Jedi Academy - Kotor 2 Duels V1.1 Kreia Audio Scene II KR

  • Also, revisited several audio parts. Kreia sounds better now in the Darth Sion duel at Korriban.
  • Added bot sounds for Zez Kai Ell, Vrook Lamar and Kavar.
  • Removed the Darth Revan sounds. He is silent now, and in many ways this improved the duel a lot.


So far, there is only one that is annoying.

This happens when you load Citadel Station in Multiplayer after the first or second time in a single session, but it is nothing game breaking at all. Basically when you load Citadel Station more than once in a game client, you may get this error (Repeat): Z_Malloc(): Failed to alloc… blah, blah blah. It fixes itself by restarting the game and loading again. One of the reasons I do believe this happens is that I honestly pushed Citadel Station to its limits as far as I am concerned. The map was quite harsh to work with in the core version, but in this one I really pushed it far enough that other errors started to happen, but these are fixed. I noticed this new one while testing a brand new installation with the mod. Anyways, if I do manage to fix this. I will release a hotfix, or a fix. For now, a restart does it. Something to note about Citadel Station is that, it may be my biggest map release ever, probably even bigger than the last version I did of Dotf. It may be that, but I am just so happy that it works right now. I hope you enjoy the map!

Oh no found another!

Well, just one. Tested all maps, single player and multiplayer a few seconds ago. Basically this one is regarding the cinematic at the Dxun Duel with the Sith Lords map. There may be a rare chance that the trigger on the audio for the middle Sith Lord may not trigger, but for the tests I made, the chances are rare. It has happened to me 1 in about 20 tries. If it happens to you, I am not exactly sure if you are super lucky or not. But to fix this, just reset the mission and it should work fine. Sorry about that!


1.- This package replaces three sky textures. These are Coruscant for Telos Citadel Station Under Attack. Then, Boba_night for Citadel Station. Next, The Ravager sky for Byss and finally Malachor for Vjun. In any case and for convenience. In case you need to use the bot files or maps beyond or outside the modded folder. If you want to use the original skies again. Just remove the respective sky .pk3 from your base or modded folders. Again they go like this:

  • MALACHORSKY.pk3 – Reeplaces Vjun sky.
  • CITADELSKY.pk3 – Reeplaces Boba_Night sky.
  • TELOSSKY.pk3 – Reeplaces Coruscant sky.
  • RAVAGERSKY.pk3 – Reeplaces Byss sky.

Remember, if you don’t want the KotOR 2 skies anymore, or any sky from the list. Just remove the .pk3 from your modded or base folders.

2.- The bots will be released in a standalone version online which also includes sabers only bots or by default the KotOR weapons bots. I made these for the Multiplayer map pack, but remember. These do not work alone. They need some of the modded files to work properly. (RELEASED! see below for more details)

3.- The V2 multiplayer map pack is also released in standalone version. See below please, thank you.

4.- For version 1.1, credit names were added to the list. Laisum for the HUD and Torlen AKA RevanKnight for the sith master and sith assassin models. Thank you!

5.- If you don’t like the new saber effects, you can easily remove them by erasing the file “KOTOR2DuelsSaberEffects.pk3”

Not sure if I missed something, but I think that’s it. I hope you like this update and definitely if you have some time, check the mp bots and maps. These provide a great experience if you like KotOR stuff. Citadel Station is my personal favorite to battle these bots.


Standalone addons:

SWJKA Multiplayer Map Pack V2:

Download SWJKA KotOR 2 Duels Multiplayer Map Pack V2 - Mod DB

SWJKA 75 bot-pack:

Download SWJKADuels KotOR V1.1 Bots Standalone Version - Mod DB



For this 1.1:

Laisum for the KotOR HUD

Torlen AKA RevanKnight for the sith master and sith assassin models.

For more detailed information regarding credits for past versions. I invite you to come and take a look at the credits folder that is included in the 1.1 Version of the mod. There are readmes and a credit file. Thank you!

V1.1 + Fix Pack 1 - Mod patched 21st June 2018th:

Please re-download the mod package. (Standalone addon downloads had been patched too).

Quick-fix 1 Patch Notes:

-Fixed Revan Encounter Mission, now things break properly around the map.
-Fixed Trayus Core Duel distance issues, also fixed an issue in the map regarding an invisible area behind the main platform.
-Fixed the same map in MP.
-Fixed a bot issue, Calo Nord appeared as Sith_Sword. It is fixed now and shows proper name.
-Fixed a menu issue with the music. Now, the trayus core battle plays the right song.
-Fixed TwinSuns audio, changed to Alora.
-Calo Nord bot is now using a vibrosword instead of a lightsaber if using the KotOR 2 Bot Weapons package.
-Fixed the lightsaber menu texture and text for multiplayer.
-Fixed Datapad menu and text colors.
-Fixed Multiplayer character selection texture and text menu.
-Fixed warnings in the cheat menu and the in-game menu.
-Fixed Issues with two songs in the cheat menu displaying a warning for 22k stereo.
-Fixed Malak sounds as a player.

Quick Fix 4th August 2018.

-Fixed an issue with the ceiling on the Korriban Darth Sion Map.
-Removed extras from the same map and fixed several decoration brushes.
-Fixed several small details on the Citadel Station maps lightning, textures and geometry.
-Updated V2 map-pack with current fixes.
-Fixed Several map issues with the Darth Sion Duel on Korriban.
-Revised Citadel Station Under Attack Part 3 Map and fixed several issues with geometry, lightning and textures.
-Revised Citadel Station Docks Map, fixed a geometry issue and fixed texture placement on a key area.

Quick Fix 6th to 8th August 2018 (08/08/2018).

-Extra small fixes needed for the Citadel Station maps - textures and geometry fixed.
The following maps had been revised:

Telos Citadel Station Multiplayer
-Fixed plenty of geometry issues around the map.
-Re-worked texture placement and completely retextured several areas.
-Fixed several brushes with invisible faces.
-Reworked several areas to improve the outside design when looking at the apartment windows.
-Added several brushes to improve layout for extra areas.
-Added an easter egg. Noclip needs to be used to see it properly.

Telos Citadel Station Under Attack Part 1, 2 and 3
-Fixed white spots on the skybox corners for these maps.

Telos Citadel Station Under Attack Part 2
-Same fixes as the Multiplayer map.

Telos Citadel Station Under Attack Part 3
-Same fixes as the Multiplayer map.

Telos Citadel Station Docks Multiplayer
-Fixed several texture issues.
-Fixed geometry in lower and upper areas of the map.
-Re-done Botroutes to avoid bots jumping around the left hall that connects to the hangar.

Telos Citadel Station Docks SinglePlayer
-Improved layout of the map. Same revisions as Multiplayer map.

Dxun Mandalorian Outpost Multiplayer
-Improved distance render for multiplayer.

Aprox. more than 20 to 30 hours spent on fixes since the first one after the V1.1 release so far.


Quick Fix Patch 13th February 2019th.

Fixes Atris Duel Map/Level. Cameras now play segments properly during cinematics.

KotOR 2 Duels Atris Duel Cinematic Fix for Patch 1 1

Standalone fix:

Download SWJKA - Kotor 2 Duels Atris Map Cinematic Fix for Patch 1.1 - Mod DB

Note: more small patches may come. There is also a high probability that this may be my last JKA mod update ever. I hope you enjoy the mod! :)



Jesus F.G./JamyzGenius



News 2 comments

The goal is complete. Star Wars Jedi Knight Jedi Academy - Kotor 2 Duels is released!

Star Wars Jedi Academy KotoR 2 Duels Development Process

Star Wars Jedi Academy KotoR 2 Duels Development Process

News 2 comments

A year ago this mod was published in Moddb. 11th April 2015. Now in April 11th 2016 I re-visit and share the development process of the mod, and a guide...




THE MOD IS RELEASED + PATCH NOTES - 0.1a News that include screenshots, patch notes and download links. Thank you.

Pre-Release News

Pre-Release News

News 4 comments

Probably the very last news before the core release of the mod.

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SWJKA - Kotor 2 Duels Atris Map Cinematic Fix for Patch 1.1

SWJKA - Kotor 2 Duels Atris Map Cinematic Fix for Patch 1.1


A small patch/file that fixes the Atris Duel level/map. During several cinematic segments, cameras would be positioned wrong. Note, this is not the entire...

SWJKADuels KotOR V1.1 Bots Standalone Version

SWJKADuels KotOR V1.1 Bots Standalone Version


This is a huge 75 bot-pack I made for all your KotOR needs. These work in any map, and are ready to play. Most of them, at least the most iconic ones...

SWJKA KotOR 2 Duels Multiplayer Map Pack V2

SWJKA KotOR 2 Duels Multiplayer Map Pack V2

Multiplayer Map

This is the revisited version of my old KotOR 2 duels map-pack. This V2 contains three more maps, several re-designed levels plus plenty of tweaks and...

SW Jedi Knight Jedi Academy - KotOR 2 Duels V1.1

SW Jedi Knight Jedi Academy - KotOR 2 Duels V1.1

Patch 9 comments

This patch aims at improving gameplay by revisiting the core version of the mod in almost all of its areas. By now, the experience of the mod should be...

SWJAKotOR 2 Duels MPPack Fix BotRoutes [OUTDATED]

SWJAKotOR 2 Duels MPPack Fix BotRoutes [OUTDATED]

Multiplayer Map

[OUTDATED] - PLEASE DOWNLOAD V2 WHICH INCLUDES BOTROUTES ALREADY - THANK YOU! Small Fix for the Botroutes folder of the map pack I released in 2015. This...

SWJKA KotOR 2 Duels Multiplayer MapPack [OUTDATED]

SWJKA KotOR 2 Duels Multiplayer MapPack [OUTDATED]

Multiplayer Map

Archived release - Please download the fix or the map-pack from this addons page or from the official Moddb Jedi Academy addons page. Links inside if...

Comments  (0 - 10 of 163)

ola, achei incrível o mod, instalei tudo em \gamedata, mas não funciona, não acho um setup, exe, entro no jogo tento executar por la, mas também não funcionou, pode me ajudar?

Reply Good karma Bad karma+1 vote

Love this mod, excellent work. I like to play it using the SerenityJediEngine for a more advanced combat system. Keep up the good work and a 10/10 from me. ;-)

Reply Good karma Bad karma+2 votes
JamyzGenius Creator

Thank you Jace, means a lot. Agreed, the SJE makes it even better. Like-wise, good job too and thank you so much for playing the mod :).

Hope everything is alright, and wish you a great day Jace.

Best Regards,

Reply Good karma+1 vote

Hi, I'm thinking about dipping my toe into Jedi Academy modding, and want to use your NPCs in a Mandalorian Wars mod. Would this be okay with you?

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JamyzGenius Creator

Hi mechthorian,

I hope you are having a great day. Sure, that sounds really cool! The usage of the KotOR 2 Duels singleplayer NPC files sounds good to me. But, I need to share too that I did not made and/or rigged the models that are connected to the NPC files, this in case these were going to be used. Most of the models used in this mod were made/rigged/ported by the mod developer Ambrom. The credits section at the top of this mod page, via the pictures (under "read more") and credit readmes in any of the KotOR 2 duels version files contains more details on that area for each model. Also, the models belong originally to Obsidian Entertainment. It is imperative to credit Obsidian Entertainment, Bioware Software and LucasArts for their assets, ideas and creations. My condition would be to make a -credits- folder inside your mod file, and inside of that folder, the following needs to be included:

1) First and most important, include the original readmes of any KotOR 2 duels external JKA asset/mod creators in your mod for people to know the sources of the models and files. This only in-case you use the same specific models that are connected to the NPC files too. These readmes are located in any of my mod versions, in-depth information/readmes are located inside the credits folder and there is a credits section in the main root of the V1.1 file too.

2) Secondly, include the original readme/s of the mod file/s version/s of KotOR 2 duels from which the NPC files were used in your mod. These need to be located inside the credits folder too. This is important because in these readmes I included credits to the companies, voice actors, texture artists, model artists, etc. that were involved in Star Wars Knights of the Old Republic II: The Sith Lords. This also may help in-case in the future I release a new update, and you need the latest NPC files. If I release more updates to the mod, there is a chance that I may tweak the NPC files. This may help also to localize what version these files were sourced from. But I do not promise to release a new update any soon. I am currently on hiatus from JKA modding, and not planning to return soon, but I may release a quick update from time to time. To be more specific, be sure to include all readmes used in the mod. For example in V1.1 there are two important readmes that should be included in your credits folder. These are "STAR WARS JEDI KNIGHT JEDI ACADEMY - KOTOR 2 DUELS VERSION 1.1 PATCH NOTES.docx" and "CREDIT SECTION V1.1.docx".

If these two conditions are not met, I am afraid I cannot allow the usage of these files. It is important that these two conditions are met in your download file.

For content beyond NPC files, for example maps or cinematic script files. I may release a source file containing all the .map source files and probably the script source files for the cinematics too in the future. I do not promise this pack will see the light any soon. But, if it is released, I will let anybody use the maps and scripts in anything they desire inside Star Wars Jedi Knight: Jedi Academy for their personal and public projects. I had been asked multiple times for these, emphasis on the maps, but so far I would prefer to release the source pack before allowing the usage of these beyond this mod. I do not promise the pack will come any soon, or if it will be released at all. I am still debating if I should release it, but if it is released. It will be located under the downloads section of this mod page, here in moddb only probably. I will be sure to put any conditions and usage notes in the readme of the source pack too.

Thank you so much mechthorian, I hope this helps for the question and any further questions regarding content/credits for companies and mod developers regarding file usage. I apologize if the post is long, but I just want to make sure that all the mod developers and companies that created the assets that I did not made, are credited properly if content of this mod is coming to another JKA project/modification.

I also want to share that I am excited for what you will do. I will stay heads up.

Happy modding!

Best Regards,

Note for other readers: this reply is only meant for mechthorian. If the source pack is not released yet. Please contact me if you want to use any contents of the mod in your JKA mod. 99% I am not allowing the usage of maps and/or cinematic scripts of this mod in any other JKA mods if the source file is not released yet. After the source pack is released, if it sees the light. It will be located under this page downloads section. Requirements and conditions will be included in the source pack readme. Something very important, the contents of this mod are not meant to be used outside of Star Wars Jedi Knight: Jedi Academy. Even after the source pack is released. This applies strictly to the GTK Radiant maps I did and their geometry. Thank you so much for your understanding, and hope you have a great day!

Reply Good karma+2 votes

That is amazing im huge KOTOR and Jedi Knight fan i will download now

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JamyzGenius Creator

Hi Hazen,

Thank you so much, that is great to hear. I made this mod while being fan of both series too, from a fan to the fans, I hope you enjoy the mod!

I hope you have a great day Hazen!

Best Regards,

Reply Good karma+1 vote

how can i fix this issue: when i start sp or mp with this mod: a console says
: JA: v1.0.1.0 win-x86 Oct 24 2003
Initialising zone memory .....
----- FS_Startup -----
ERROR: filename length > MAX_QPATH ( strlen(mpscripts/Kotor2mod/Telos/TelosCitadelStationUnderAttackPart1.IBI) = 65)

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JamyzGenius Creator


I hope you are having a great day. I will explain and do my best to help you understand and in the best scenario, solve this problem.

So looking at this issue, this is caused by long path names which sometimes can translate to long name files. It usually happens when file names are too long. It should not happen with the current version of the mod. I am not 100% sure how you got this error to happen.

I believe it may be that you have Jedi Academy installed in a very long path in your hard drive, but this is just an assumption. I do not know the exact details of your installation. A fix would be to install the mod in a shorter path or its default path. If you already have this, the other way would be to re-download the current mod package (v1.1 as of the date of this message). More details in the next part.

I want to help you to run the mod properly, but please let me know which mod version and game version (Non-Steam or Steam) you are using. If you downloaded the mod before the 21st of June of 2018, please re-download it. I updated the package several times and it may be that you got one from the in-between updates that was corrupted. This process ran from the initial release date which was the 15th of June of 2018 to the 21st of June of 2018.

Something to note is that the mod is currently running fine on the default path. It runs fine, even if you extract everything (all the .pk3 files) in your base folder. Note 2, I did this for testing after I saw your comment just in the case the mod was installed in the base folder for some reason. Still, everything working fine. Tested this mod in two different computers. In both, the steam and non steam versions and so far. Singleplayer and Multiplayer are running properly on the v1.1 version with the quick-fix update from the 21st of June of 2018th.

If this two things are done. The shorter path/default installation path + download after the 21st of June of 2018. I am kind of clueless, but there is something odd I noticed in the path you linked.

Here is why, something interesting I am seeing in your path is the fact that as quoted, (1 to 2 hours ago from when you wrote the comment on Monday, July 30th of 2018) you have this "strlen(mpscripts/Kotor2mod/Telos/TelosCitadelStationUnderAttackPart1.IBI) = 65)" / in specific this line "mpscripts" - I do not know from where that folder came from, but as far as I can tell. I did not worked with a mpscripts folder in any way or format. It sounds like you had modded the files yourself or in some way you or the game got the script in there (which can be highly unlikely without some kind of manual work). This is also by the fact that, that specific script is not made for Multiplayer. I created that script for Single-player. So, that is something very, very odd. I may be wrong in there, but that is just how it looks to me.

To confirm/support this. I revised the v1.1 package, the map packs and even the v1.0 (core version) after I saw your comment, and the folder "mpscripts" is not shown in my game, download or development build files. It is just something very odd that you have that folder because I do not know how you have that folder, or from where it came from.

Is there any chance in which you can track down the file that has this folder? and share it in here, in a comment what file that is. Or, probably this folder is in your base folder.

My path for my files is the same "Scripts/Kotor2mod/..." and so on, without any folders before nor mpscripts.

Also, I want to leave this video here for the installation method. Includes Steam and Non-Steam versions - Just in case it is needed: Moddb.com

If nothing of this works. Here are some quick suggestions which may help. I also left some of these in the v1.1 page for another user that had an issue related to a crash.

1.- To be sure you have the right version, you should see this text file inside the .zip file - "Quick-fix 1.txt" - which contains as the last quick fix this line "-Fixed Malak sounds as a player".

2.- Finally, for this instance, please be sure to not have other mods installed. I do not know if my mod is incompatible with other mods. This includes Re-Shade or similar builds/modifications. I cannot guarantee mod stability if you have other files in your base folder.

3.- Please be sure that the mod is installed in the GameData folder.

4.- If you can, after making the track of the file that has the "mpscripts" folder. If you can, remove it. But a clean installation of the mod should do fine.

If after this, nothing works. I am afraid I am out of clues, but still. If you can share which file contains that folder, that would be great. I am curious about that.

Hope that helps, and if you get to run the mod properly without further help. I hope you enjoy it.

Wish you a great day.

Best Regards,

Reply Good karma+1 vote

what about a Kotor 1 duels

Reply Good karma Bad karma+2 votes
JamyzGenius Creator

Hi Mads!

thank you so much for your support and ideas for the KotOR 1 mod. I remember when you wrote me back then about it. I am not exactly sure if I will return definitely to mod JKA again like back in 2007-2015. I just had some free time and decided to do a small update for the mod, but if I return to mod JKA permanently in the future, this is a project probably I will look into with more depth. If I get into making the mod, I may also need to replay KotOR 1 to understand better the design and duels. For now, I cannot commit, but in the future, time will tell.

Thank you so much again, and wish you a great day Mads :).

Best Regards,

Reply Good karma+1 vote
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