ForceMod III: Classic Edition


Box art for ForceMod III: Classic Edition For: Star Wars Jedi Knight: Jedi Academy
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Description
Once upon a time, there was a figure among the community by the name of Azymn. It was through Azymn that ForceMod was born in JK2. Then came ForceMod II: The Mercs Strike Back. Then came the glorious ForceMod III: Return of the Sith. This mod would come to prove insanely popular during its age, and its class-based combat had a little something for everybody: Gamers and RPers alike would fawn over this game for years. Then, overtime, it faded into obscurity....

until now...

Introducing ForceMod III: Classic Edition, an expanded version of ForceMod III. As stated by the author:

[quote]ForceMod III Classic Edition picks up where the orginal ForceMod III left off. With Azymns permission to continue the series we have incorporated many new changes in this version. This includes new animations, new menus, a completely overhauled saber form and melee selections.[/quote]

Sounds like a sweet deal, doesn't it? Well, it just so happens that this deal is a bit raw, unfortunately. Here's about the only thing that makes a difference:

- The menus.

That's about it. It turns out the new animations came from a BETA version of the Open Jedi Project, and thus he basically got the placeholder animations. There are, in fact, new and superior animations, but looks like this new guy didn't get 'em. Basically, what this means is that every gun you fire looks like you're firing a pistol, and lemme tell ya, it looks highly undesirable, thus making the mercenary classes less appealing, which sucks, since that's half the classes there.

The saber form and melee overhauls are almost purely aesthetic, taking the animations for the OJP saber system and essentially applying them with few of the additional mechanics. End result? Eh, some of the saber forms from OJP remain intact, chainability included, but honestly it was probably still better fit for OJP. There seemed a little too much work gone into prettying up the saber and form menus, which, given their design, doesn't seem to really allow much of saber selection. You're either stuck with what's on the menu, or you'll have to shoehorn your custom saber in through the console(assuming it's even possible.) As for the melee, nothing much else to speak on.

The menus? Eh....you can read about them in the readme below.

I guess wiht all the cute little additions it could possibly call people back to the mod for a little bit longer, but I'd fix the following:

- Droideka Shield shader

- Get the newer gun animations.

- If the options open, get a saber menu that permits selection of custom sabers.

Get those fixed, n' methinks you may yet save this. Otherwise, it just seems like adding a spoiler to a car: Makes the product prettier, but that's about it. Y'all are welcome to give it a shot. It might inspire a bit of interest in FM3 once more.


- Averus Retruthan
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