Clan Mod Unlimited


Box art for Clan Mod Unlimited For: Star Wars Jedi Knight: Jedi Academy
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Description
And thus, we have an update to JA Unlimited. This time, it's the [b]ClanMod[/b] release.

Bottom line concept, is that this mod removes restrictions on what you can and can't have in your base folder.

- Sabers
Last I checked, there were no visible limits on how many sabers you could actually have, but I guess I may have been wrong or I simply never had that many sabers. Even if you were under the limits, though, only twenty or so appeared on the list and the console was necessary for the others. With JA Unlimited, virtually all sabers will appear on the menu (obviously it's not really unlimited, but it may as well be) and there ceiling limit on how many you can have has been turned into the roof limit - 'tis much higher. Higher than I was able to reach with every lightsaber, sword, baseball bat, axe, halberd, polearm, voulge and God-only-knows-what-else I could procure from JKFiles.

Since saber switching via /saber only appears to work in JA+, this is great for anyone not using these mods, since you no longer need to know the .sab designations to load your sabers.

- Maps
Again, you can usually have as many maps as you'll need, but now they'll all show on the menu so that you don't need to open pk3s in Pakscape/PakRat (shout-out for you Maccies out there ;) ), find the bsp name and use /devmap to load your maps. Great improvement in my book, helpful for those who don't check map pk3s by default, or don't know how to.

- NPCs
Now, this one you did have a limit on, and that limit is basically kaput. You can now have as many NPCs as you'll need - again, I'm figuring 65535 being the ceiling limit, but you'll probably never reach that many - without that pesky ".npc extensions are too large!" error in multiplayer. Score one for no annoyances!

- Vehicles
Oh yeah. Now we're talkin'. If you're like me and enjoy going to town with some serious vehicular manslaughter, again, this is the mod for you. No more .veh extensions errors, and the error with .vwp files (which were still at factory limits in the last release) is now fixed, so you can have as much firepower as you need in the base folder.

- Models / Skins
Considering the game can hold as many models/skins as you can use, I always found it kinda dopey that there was a limit on the amount of icons, but that limit is now gone.

- Species Selections
The limit was previously 32. Now, it's... what is it again? 65535 or something like that?

Ain't that quite a resume?

[b]Disclaimers[/b]
► This will [b]not[/b] work in the singleplayer game - source code for the SP DLLs was never released. Strictly MP only, sorry folks.

► Naturally, SP won't work at all if you're over any limits, so basically, my advice: don't put mods in base, make a seperate mod folder for this and dump your files in there, then launch this mod via .bat file. That way you can have as much as you need in MP, without shafting SP.

► Limits are there for reasons, as Kat Angel quite rightly states in the readme. Even though this mod means the game won't object to extreme amounts of mods, please try and factor in how much the iD Tech 3 engine can handle, and how much your computer can handle. If you have too much in your base folder, your game will take ages to load. The more you have, the slower it gets. The less RAM your computer has, the slower load times pass. The slower your CPU, the slower load times will be. You also risk your computer randomly shutting down, restarting, or random crashes by having more than the computer can handle. So, basically, if you never use it, don't keep it, 'cuz the more you got the more strain your system takes.

Please note that since this is the ClanMod version, installation instructions differ somewhat to the baseJA version. At Kat Angel's request, the install instructions will be added into the review.

[b]-Installation Instructions-[/b]
Easy! Simply open up the zip file and dump z_ja_unlimited.pk3 into your ***clanmod*** folder (not base), and optionally include thumbnailshrink_clanmod.pk3 or thumbnailshrink_more_clanmod.pk3 with it. If you place the file in your base folder, it WILL NOT WORK with Clan Mod, and may cause base JKA to behave strangely. (Most likely, that means "to crash".) Then start up JA, and you're done!
[b]-End Installation Instructions-[/b]

Right, safety warnings and summaries out of the way, I think we're done here. Overall, great mod for you "pakrats" (no pun intended). If you play ClanMod and like to use a lot of add-ons, this is a sure-fire winner.

~ Kouen
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