Re: Mod Commander

Jedi Knight: Dark Forces 2
AcidRain
Junior Member
Posts: 114
Joined: Thu Aug 21, 2008 7:15 am
Website: http://AcidShower.com
Location: jackson, tn

Mod Commander

Postby AcidRain » Sat Mar 08, 2014 5:04 pm

Didnt know where else to post this. so i did it here.
This is a little program i made a while back to help you with mods/cogs.
http://jkdf2.com/files/tools/JKModCommander.zip

Here is how your JK folder needs to be setup:

Code: Select all

JK
..JK.EXE
..Cogs/
....loper ffo tweaks/
......saber.cog
......inventory_hax.cog
..Mods/
....SBX
......SBX3.1.gob


I have just updated the mod commander to change the title of the jk program so you can launch multiple instances of it.
Also, it includes a setup.exe package, so i see no reason it shouldnt run on Vista/Win7/Win8
This program was created for WinXP. But SHOULD run on all of them.
Let me know if you have any issues with it.

This program simply works by creating a jk.lnk file with the proper attributes to launch the mod.
If you select any options such as debug, or verbose, or logging, or anything of the sort, the program will NOT check to see if you have these patches installed.
Special Thx to LSF_Nickz2000 for putting together the worlds largest jkdf2 archive, and making all of this possible.

AcidRain
Junior Member
Posts: 114
Joined: Thu Aug 21, 2008 7:15 am
Website: http://AcidShower.com
Location: jackson, tn

Re: Mod Commander

Postby AcidRain » Mon Mar 10, 2014 1:27 pm

LSF_Nick Just confirmed that this program works on Win7
Special Thx to LSF_Nickz2000 for putting together the worlds largest jkdf2 archive, and making all of this possible.

AcidRain
Junior Member
Posts: 114
Joined: Thu Aug 21, 2008 7:15 am
Website: http://AcidShower.com
Location: jackson, tn

Re: Mod Commander

Postby AcidRain » Sat May 17, 2014 5:43 pm

Code: Select all

:redo
@echo off
title JK Launcher  -:::-:::- by: AcidRain
color 04
cls

echo List of Mods:
echo =====================================
echo vanilla
dir Mods /B
echo =====================================
echo Type 'exit' to exit program.
echo.
echo.
set /p Mod=Type the name of a mod as shown above:

if %Mod%==exit exit

if %Mod%==vanilla (
   jk.exe -windowgui -devmode -verbose 2
   exit
)




if EXIST Mods/%Mod% (

   jk.exe -path Mods/%Mod% -windowgui -devmode -verbose 2
   exit

) ELSE (

   echo Invalid Mod Name.
   echo Make sure you are typing the name correctly.
   pause > nul
   goto redo

)



im not good at batch at all since my native OS is Linux. But here is a little batch ive been using for the past 6 or so yrs to launch mods easily. This uses the same setup as JK Mod Commander for WinXP.
put this in your jk directory.
have folders like this:
Mods/
..SBX/
....sbx.gob
..KWP/
....KWP.gob
..JKE
....jke.gob
....jkr.gob
Special Thx to LSF_Nickz2000 for putting together the worlds largest jkdf2 archive, and making all of this possible.

AcidRain
Junior Member
Posts: 114
Joined: Thu Aug 21, 2008 7:15 am
Website: http://AcidShower.com
Location: jackson, tn

Re: Mod Commander

Postby AcidRain » Tue Sep 23, 2014 10:02 pm

JK Mod Commander

This is an updated version of what has been posted. Its written in .NET. Made for Win7/8.
No extra stuff needed.
This version does NOT:
-create shortcuts
-manage multiple instances of jk automatically (use the JK title changing program).


From 'help' section of program:
Complete JK Installation Guide:
viewtopic.php?f=124&t=262393

This program only helps you to launch mods and test cogs.
It will not modify your jk.exe.
This program will attempt to create this folder structure:
JK
..Mods
....UseTheseMods
..Cogs

Select your jk.exe folder path.
Program will create the above files.
Dont fuck with the folder "UseTheseMods"
Now lets say you have downloaded sbx.gob.
Put it in a folder called "SBX"
and put that folder in "Mods"

It will now show up on your mods list.

Now lets say you downloaded loper FFo hax pax.
You will create a folder called "lopers FFo hax"
Put items.dat, force_pull.cog, weap_conc.cog and
any other cogs included in his hax pax in that folder.
Then you put "lopers FFo hax" folder inside of the "Cogs"
folder.
Dont manually fuck with Resource\Cog\.

How the program works:
It delete all .gob files in "UseTheseMods"
It deletes all .cog files in Resource\Cog.
It puts all selected mods inside "UseTheseMods".
It puts all selected cogs inside Resource\Cog
It launches jk.exe with selected options.
Special Thx to LSF_Nickz2000 for putting together the worlds largest jkdf2 archive, and making all of this possible.


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