Execution
a) Run "ForceMod II"
from the shortcuts created during installation (on PCs only)
OR
b) Select "ForceMod II" in the Setup->Mods screen
on the main menu.
OR
c) Use the command line argument +set fs_game ForceMod_2
ex. "C:\LucasArts\Star Wars JK II Jedi Outcast\GameData\jk2mp.exe" +set
fs_game ForceMod_2
OR
d) Run the "play_forcemod_2.bat" file in your Gamedata directory
Some options toggleable from FORCEMOD menu in main screen.
You can search for other ForceMod servers from the server selection menu
if it is loaded properly from the ForceMod_2 folder.
Features
Tchouky Model Scaling:
Scale speed of models based on size (bigger =
faster OR vice versa)
Scale damage reduction based on size: (i.e. Bigger characters take proportionally
less damage, smaller get hurt more OR vice versa)
Scale saber damage based on how small a lightsaber is (Yoda's saber will
thrash now)
Scale knockback based on model size
Bot Improvements:
"fm_classes.cfg" allows configurable bot classes
Bots may use dualblade and twin lightsabers
Bots may wield two pistols simultaneously
Bots will now use the jetpack
Merc Bots will use all the new Merc abilities
Bots 'spam' certain force powers less
Bots can use special hilts
Admin Functions: (Courtesy of cHoSeN-oNe and Mars)
mshowmotd <clientnumber>
mpsay <clientnumber>
mkill <clientnumber>
minfo <clientnumber>
mstatus <clientnumber>
mlockteam <clientnumber>
munlockteam <clientnumber>
mgametype <clientnumber>
mkickban <clientnumber>
mfreeze <clientnumber>
munfreeze <clientnumber>
msilence <clientnumber>
munsilence <clientnumber>
mslap <clientnumber>
mrename <clientnumber>
mwomprat <clientnumber>
munwomprat <clientnumber>
Bug/Balance Fixes:
Lightsaber forward flip attack velocity increased
slightly
Many ForceMod options configurable from new menu
Force Configs for Light+Dark Force Users properly saveable
No Heal, Protect, Team Heal, or Team Force regeneration during duels
"Emote Gripping" will no longer freeze characters
ForceMod menus can now be properly disabled
Level 4 Force Push and Pull range and strength are now at appropriate
levels
Level 4 Lightning now costs force to absorb, instead of replenishing it
Level 4 Drain consumes slightly more energy ammo
Level 4 Protect values have been adjusted
Level 4 Lightsaber throw return speed has been scaled down
Force Grip and Absorb may no longer be used simultaneously
Seeing & Mindtrick now work correctly when used simultaneously
Mercs take double falling damage
Emotes can not be used while grappling/jetpacking/saberlocking
Jetpack and Grapple are disabled during special lightsaber moves
Bot dual saber colors now display correctly
ForceMod server cvars are now pushed down to the client level
Miscellaneous Features:
You can search for other ForceMod II games thru
the internet browser "Game:" button
Customizable MOTD system
Can block push/pull attacks by crouching
Can increase Bot Force Power levels with cvar
Adjust minimum forceJump level that kicks can be used on
Speed at which player pushes off wall when flipping boosted
Falling damage can be reduced or eliminated
Set of 31 emotes available
Multiple audio taunts for each character
Modifications to Force Powers
All Force Powers have been extended to include
Level 4 strength. Players can combine Light and Dark Force powers.
Five new force ranks:
Sith Apprentice: 150 Force Points
Sith Lord: 200 Force Points
Jedi Lord: 250 Force Points
Ancient Master: 350 Force Points
One with the Force: 500 Force Points
Heal: Heals over time now, instead of instantly.
Level 1: Heals 10 points of damage.
Level 2: Heals 20 points of damage.
Level 3: Heals 35 points of damage.
Level 4: Heals 45 points of damage. Regenerates 1 hitpoint every 2 seconds.
Jump:
Level 3: Jump 8x normal height. 2/5 normal force
cost in flight. Falling damage reduced to 1/2.
Level 4: Jump 16x normal height. Jumps costs are minimal while in flight.
Falling damage reduced to 1/4.
Speed: Short, powerful burst of speed for 2 seconds ~ ForceSpeed
costs reduced from 50 to 30
Level 1: Sprint at 1.5x normal speed.
Level 2: Sprint at 2.5x normal speed.
Level 3: Sprint at 5x normal speed.
Level 4: Sprint at 10x normal speed Normal running speed is increased
10%.
Push:
Level 4: Increased push strength over level 3.
Knockdown range increased by 50%. Greater push resistance. Chance to break
saberlock increased.
Pull:
Level 4: Increased pull strength over level 3.
Pulldown range increased by 50%. Greater pull resistance.
MindTrick: Now Force Seeing will only reveal invisible
jedi of equal or lesser rank. (i.e. If a Jedi has cast level 2 mindtrick,
it requires at least level 2 Force Seeing to reveal him) [Artifex]
Level 3: Can attack while cloakedeach attack costs
force points.
Level 4: Can attack while cloakedattacking cost reduced Duration increased
to 40 seconds.
Grip: Can turn off red grip hand extension.
Level 4: Can move around at 80% normal speed while
gripping. (Normally 40%) Grip range increased to 2x normal. Damage per
second doubled.
Lightning:
Level 4: Lightning masteryother lightning attacks
are absorbed by force power. Range increased by 10%. Fresh corpses now
shockable on Level 4.
Dark Rage: Run speed is 150% of normal speed. Increased
lightsaber damage done by 25%.
Level 4: Increased lightsaber damage done by 50%.
Run speed further increased to 200% normal speed. Duration of 40 seconds.
Protect:
Level 4: Consumes force only when hit. ~ Regenerates
shields at a rate of 1 point every 4 seconds.
Absorb: Force maintenance costs are like v1.02 levels [Artifex]
Level 4: Absorbs 25% more force than level 3.
Absorbs and converts 25% of weapon damage into force.
TeamHeal:
Level 4: Heal 1, 2, or 3 teammates for 65, 45,
or 33 hitpoints. Regenerate 1 health every 3 seconds.
TeamForce:
Level 4: Restore 1, 2, or 3 teammates with 65,
45, or 33 force points. Regenerate 3 additional force points per second.
Drain: Drainer takes damage from a missed attack
Level 4: Drains 20% more than level 3 drain. Drains
ammo from any energy weapons in use.
Seeing:
Level 4: Cost 50% less to activate. Duration increased
40 seconds. Automatically dodge sniper shots without ForceSeeing on
(even while jumping or using force powers)
SaberAttack:
Level 4: Damage increased by 15% for all stances
Animation speed for all stances increased by 5% All stances available
for dualblade or dualsaber users if f_skillMode is on
SaberDefend:
Level 4: Blocking ratios increased by 50% for
all stances. Animation speed for all stances increased by 5% Quicker projectile
blocking rate.
SaberThrow:
Level 4: Saber throw distance increased 25%. Saber
throw speed nearly doubled. Saber can spend more time airborne. Saber
will never fall to the ground when blocked.
Lightsaber Enhancements
Jedi/Sith can wield dualbladed sabers without
cheats
Jedi/Sith can wield two lightsabers simultaneously
Unique lightsaber hilt models can be selected
Completely customizable RGB saber colors, courtesy of Tchouky
Four different combat roll types can be selected (Standard, Butterfly,
Cartwheel, Arial Flip)
Singleblade users can choose to use two additional one-handed stances
(Green and Purple)
Can lock lightsaber types throughout match (i.e. If dualblade chosen,
must use dualblade til respawn)
Backstabs and BackSlashes can be performed on cue: crouch + back + attack
Jedi will now try to block sniper shots with their saber before trying
to dodge
Multiple lightsaber blade types available
Saber styles now selectable based on saber attack level.
Eliminated blocking from behind
Dualblade lightsabers can be split in half or destroyed
Dual lightsaber carrier's 2nd saber may be destroyed
Capable of destroying handheld weapons
Can specialize in certain type of lightsaber (Pure Lightsaber User)
Pure Lightsaber User Enhancements:
Block all incoming projectiles if attacker is
in crosshairs
Block Lightning and Drain attacks if attacker is in crosshairs
Does 50% more damage with lightsaber
25% reduction from explosive splash damage
Mercenary Equipment & Upgrades
Cloaking:
Allows Merc to become invisible for a short period
of time
Cannot be seen with Force Seeing
Missiles lose lock on cloaked mercs
Can attack while cloaked
Optic Radar:
Goggles send and receive radar waves
Can see moving entities, even through walls
Can see mindtricking Jedi in motion
Flame Gauntlet:
Flamethrower mounted on the Merc's left forearm
Does constant damage to all engulfed targets
Intense heat bypasses shields and damages tissue directly
Shield Charging:
Regenerate shields by drawing power from the battery
fuel cells
AmmoCell Regen:
Replenishes weapon ammunition via the battery
fuel cells
Jetpack:
Must hold jump while airborne to activate jetpack
thrust
Jetpack can be destroyed
Jetpack sound may be turned off clientside
Single, Dual, and Triple Exhaust types available
Powered by battery fuel cells
Restrictions on use (Fetts, Mercs, Non-Saber wielders, Everyone...)
Toggle fuel usage
Toggle whether flag carrier can use jetpack
Mobile Battery:
Serves as a power source for:
Cloaking Module
Optic Radar Goggles
Flame Gauntlet
Ammo Recharger
Shield Regenerator
Jetpack
Charges over time
Resistant to Drain attacks
Grappling Hook:
Utilizes Tercero's grapple model
Now bindable to a button
More realistic physics
Retract grapple by holding jump, lengthen grapple by pressing duck
Grapple line FX improved
Miscellaneous:
Disruptor fire can dismember target
Tazer now deactivates ForcePowers, reduces shields by 50%
Rolling and Wall-Flipping extended to gun wielders
Gun wielders can attack while Rolling and Wall-Flipping
Falling damage increased for Mercs
Merc Blaster Ammo maximum increased to 500
Rockets do not lose lock from a Push or Pull
Respawned weapons may be picked up as ammo
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