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Ultimate Kyle Katarn

Author File Description
The Real Bryl
Ultimate Kyle Katarn

This mod combines the two Kyle Katarn mods (lightsaber & blaster) made my kowe_el_ewok into one unit, which lets you switch between melee and ranged attack. To change weapons, simply click on the undeploy button or press P when you have Kyle selected. He can be found in the Rebel units tab, but he is a hero, which means he will regenerate health and cannot be converted by other Jedi.


Kyle fights against some Stormtroopers with a blaster.

Kyle fights a Sith Apprentice with a lightsaber.

Other Notes
Please remember that this mod is intended for Scenario Design purposes ONLY. If you play it on RM or MP you've missed the point.

This replaces the Republic and Confederacy cannons, but as I said before it is under the Rebel units tab.

If you try to task the unit with triggers and it does not belong to Player 1 it will not work, however, the original mods are included so this shouldn't be a problem.

In Closing
Thanks to kowe_el_ewok for graphics and sounds, and Boris Bronzie for more graphics. Also thanks to Blackmoon for teaching me how to make cannon mods. If this mod is successful I might make another one, or enhance this one with more weapons from the Jedi Knight games.


AuthorComments & Reviews   ( All | Comments Only | Reviews Only )
BanthaBob Awesome job, Bryl! This mod is really well done. I'm sure it will be extremely useful for any Jedi Knight scenarios. Kyle is so much more realistic if he's got a blaster AND a saber.

A few observations:

- There are some small discrepencies between the cannon mod and the original Kyle mods. The cannon mod has 150 HP, but the original lightsaber version has 450, and the original blaster version has 70. Also, the blaster version has a different icon, and he still sounds like Rand Talor. Not a huge deal.

- I noticed that when the cannon mod dies, the population count doesn't go down. This is a bug with GenieEd v3. To fix it, just open up the genie file in GenieEd v2, and set the 'storage enabler' codes to 2. This probably won't be an issue, since you would only use Kyle in a scenario, and if he dies, it's probably game over anyway.

- Have you considered giving Kyle shields? He had them in JK2, as I recall. If you set the Unit Attribute to 64 for the cannons, that should do it.

Overall, a fantastic mod. I hope you are able to make an expanded version, as you suggest. There are lots of other cool weapons from JK, like the wookiee bowcaster. It would be neat if you could 'find' weapons in a game and then use them, although I'm not sure how you would implement that.

P.S. - Would you mind if I put together some Force powers for Kyle? I've done a couple of mods like that already. I was thinking maybe saber-throw, lightning and jump? Perhaps you could integrate it with your future work. Just a thought. It's your project, so I won't do anything without your permission.

Keep up the great work!
The Real Bryl
File Author
Thanks Bob! I decided to change some of the things about each mod so that the two versions of the cannon would be relatively similar; this means similar hit points, etc. I'm sure I got the sounds and icon to work, but I'll have another look at it and try to get it working properly.

Thanks for the advice on the pop count.

I'm not sure how to give a character shields, but the force power idea is a good one. I'll have a think about it and let you know.

EDIT: The lightsaber and blaster versions do have the same icon and sounds, I checked.

[Edited on 08/14/07 @ 06:18 AM]

BanthaBob Sorry - I meant the ORIGINAL blaster version has the incon/sound difference. The one based on Rand Talor. Your cannon mod is fine.
Orlaghfanatic1 NICE MOD!! Ive been waiting for one like this!!
Lord_Bane88 This is Soo Cool unfortunately kinda late but at least it was done, HanKatarn would have wanted this mod so bad XD

(Better for him not to see it or he will commit suicide XD)

[Edited on 10/12/07 @ 11:29 PM]

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