Ferc Kast

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Posts posted by Ferc Kast

  1. Rather than keep using the status update section, I figured it was probably time I made a thread for my projects to showcase what I'm working on.


    Recruit Script (3.0)

    Hopefully, the last revision to this resource. Bringing back the ability to use the string and script parameters in dialog that I deleted in the previous version for some reason. The only breaking change will be the two function's names, which is to help it be more self-explanatory than "RecruitA" and "RecruitB". 😶 I'm also working on a recruit tutorial to accompany it.

    Echo of the Force

    Not much to show off yet. I plan to start on the first module tomorrow. As a test of the new version of the above mod resource, I managed to get one of the party members into the game. The clothing in the screenshot is not the intended final clothing. It just was convenient to copy Mira's appearance line when setting up her 2da lines.



    TSL Heads Port

    At the same time, I'm also working on porting the TSL heads into KOTOR I. The main issue I can foresee is that the 4 hispanic heads don't have undergarments for the scoundrel and soldier appearances. But, I'll cross that bridge and figure something out when I get to that.


    As part of redesigning my personal website, I'm updating my readme files from my older mods to make them more consistent. I'm also uploading the ones that weren't here previously to make sure they're available.

    • Like 4

  2. @DarthVarkor here's what I found:

    • Your .mdl & .mdx files have a different date modified from 2010 while a fresh copy of my mod has a date modified from 2018.  I'm not sure how you got those two files, but that's what caused the game crash. (I replicated it by using the ones you had in your zip file.)
    • For replacing the portraits, and I should have been explicit on that part, you don't need to prefix them with "k1_" or "K1_"; only the head textures need that.
    • Also, I found that the textures were not being overriden properly afterwards; so, I may have to recompile the tpcs to see if that fixes it. In the meantime, you can remove the relevant tpc files when you have a custom reskin you want to use for a certain head.



    Temporary instructions for using a reskin for one of these heads with my mod while I address this issue:

    • Move or delete the relevant tpcs files out of your override folder
    • Keep the portrait names the same
    • Prefix the head texture file names with "K1_" or "k1_"


    Hopefully, I can have a fix up tomorrow to replace this bandaid fix.



    Update: It didn’t work as planned. So, I have two options:

    • Update the readme with the steps from this post.
    • OR switch the tpcs to tgas, increasing the file size.


    Personally, I’m leaning toward the first option.

    • Thanks 1

  3. 8 hours ago, DarthVarkor said:

    For some reason, this causes my Steam version of TSL to crash on the character creation screen. I tested it using the disc copy and it works fine, which is weird as both pretty much have the same mods installed on them. Particularly any TSL head reskins I have. A clean install of my Steam version will probably fix this I imagine. Either way, great work!

    Weird; I tested it on my copy of TSL on Steam.

    7 hours ago, DarthVarkor said:

    Will do.

    Sorry to keep hijacking this thread, but I've encountered another issue. While the mod runs fine on my disc version, when re-naming a reskin for one of the K1 heads to work as mentioned, the character creation screen also crashes once I reach that head. The reskin I'm using is this one (the "without scars version). I renamed all the files to have "K1_" before them but it always crashes. I've attached the mod files I've renamed in-case I've no doubt done something wrong.

    Reskin files .rar

    Hmm. I will look at it when I get the chance.

    • Like 1
    • Thanks 1

  4. K1 Heads Port


    Title:   K1 Heads Port
    Version: 1.0.1
    Author:  Ferc Kast
    Contact: PM me on DeadlyStream


    This mod ports the original player heads from KOTOR I for use as playable heads in KOTOR II. To use reskins for these heads, follow these steps:

    1) Move the relevant head and / or portrait tpcs out of your override folder.

    2) After extracting the textures from the reskin mod, prefix the head texture filenames with "K1_" or "k1_" (without the quotes).

    3) Copy the textures into your override folder.


    Unzip the file. Run TSLPatcher, and point the installer to your KOTOR II installation folder. If you are using the Steam copy of TSLRCM, point it to the folder where it is installed.


    Copy the 2das from the backup folder into the Override folder. Remove the following files from the Override folder:

    - k1_pfha01.mdl
    - k1_pfha01.mdx
    - k1_pfha01.tpc
    - k1_pfha01d.tpc
    - k1_pfha01d1.tpc
    - k1_pfha01d2.tpc
    - k1_pfha01d3.tpc
    - k1_pfha02.mdl
    - k1_pfha02.mdx
    - k1_pfha02.tpc
    - k1_pfha02d.tpc
    - k1_pfha02d1.tpc
    - k1_pfha02d2.tpc
    - k1_pfha02d3.tpc
    - k1_pfha03.mdl
    - k1_pfha03.mdx
    - k1_pfha03.tpc
    - k1_pfha03d.tpc
    - k1_pfha03d1.tpc
    - k1_pfha03d2.tpc
    - k1_pfha03d3.tpc
    - k1_pfha04.mdl
    - k1_pfha04.mdx
    - k1_pfha04.tpc
    - k1_pfha04d.tpc
    - k1_pfha04d1.tpc
    - k1_pfha04d2.tpc
    - k1_pfha04d3.tpc
    - k1_pfha05.mdl
    - k1_pfha05.mdx
    - k1_pfha05.tpc
    - k1_pfha05d.tpc
    - k1_pfha05d1.tpc
    - k1_pfha05d2.tpc
    - k1_pfha05d3.tpc
    - k1_pfhb01.mdl
    - k1_pfhb01.mdx
    - k1_pfhb01.tpc
    - k1_pfhb01d.tpc
    - k1_pfhb01d1.tpc
    - k1_pfhb01d2.tpc
    - k1_pfhb01d3.tpc
    - k1_pfhb02.mdl
    - k1_pfhb02.mdx
    - k1_pfhb02.tpc
    - k1_pfhb02d.tpc
    - k1_pfhb02d1.tpc
    - k1_pfhb02d2.tpc
    - k1_pfhb02d3.tpc
    - k1_pfhb03.mdl
    - k1_pfhb03.mdx
    - k1_pfhb03.tpc
    - k1_pfhb03d.tpc
    - k1_pfhb03d1.tpc
    - k1_pfhb03d2.tpc
    - k1_pfhb03d3.tpc
    - k1_pfhb04.mdl
    - k1_pfhb04.mdx
    - k1_pfhb04.tpc
    - k1_pfhb04d.tpc
    - k1_pfhb04d1.tpc
    - k1_pfhb04d2.tpc
    - k1_pfhb04d3.tpc
    - k1_pfhb05.mdl
    - k1_pfhb05.mdx
    - k1_pfhb05.tpc
    - k1_pfhb05d.tpc
    - k1_pfhb05d1.tpc
    - k1_pfhb05d2.tpc
    - k1_pfhb05d3.tpc
    - k1_pfhc01.mdl
    - k1_pfhc01.mdx
    - k1_pfhc01.tpc
    - k1_pfhc01d.tpc
    - k1_pfhc01d1.tpc
    - k1_pfhc01d2.tpc
    - k1_pfhc01d3.tpc
    - k1_pfhc02.mdl
    - k1_pfhc02.mdx
    - k1_pfhc02.tpc
    - k1_pfhc02d.tpc
    - k1_pfhc02d1.tpc
    - k1_pfhc02d2.tpc
    - k1_pfhc02d3.tpc
    - k1_pfhc03.mdl
    - k1_pfhc03.mdx
    - k1_pfhc03.tpc
    - k1_pfhc03d.tpc
    - k1_pfhc03d1.tpc
    - k1_pfhc03d2.tpc
    - k1_pfhc03d3.tpc
    - k1_pfhc04.mdl
    - k1_pfhc04.mdx
    - k1_pfhc04.tpc
    - k1_pfhc04d.tpc
    - k1_pfhc04d1.tpc
    - k1_pfhc04d2.tpc
    - k1_pfhc04d3.tpc
    - k1_pfhc05.mdl
    - k1_pfhc05.mdx
    - k1_pfhc05.tpc
    - k1_pfhc05d.tpc
    - k1_pfhc05d1.tpc
    - k1_pfhc05d2.tpc
    - k1_pfhc05d3.tpc
    - k1_pmha01.mdl
    - k1_pmha01.mdx
    - k1_pmha01.tpc
    - k1_pmha01d.tpc
    - k1_pmha01d1.tpc
    - k1_pmha01d2.tpc
    - k1_pmha01d3.tpc
    - k1_pmha02.mdl
    - k1_pmha02.mdx
    - k1_pmha02.tpc
    - k1_pmha02d.tpc
    - k1_pmha02d1.tpc
    - k1_pmha02d2.tpc
    - k1_pmha02d3.tpc
    - k1_pmha03.mdl
    - k1_pmha03.mdx
    - k1_pmha03.tpc
    - k1_pmha03d.tpc
    - k1_pmha03d1.tpc
    - k1_pmha03d2.tpc
    - k1_pmha03d3.tpc
    - k1_pmha04.mdl
    - k1_pmha04.mdx
    - k1_pmha04.tpc
    - k1_pmha04d.tpc
    - k1_pmha04d1.tpc
    - k1_pmha04d2.tpc
    - k1_pmha04d3.tpc
    - k1_pmha05.mdl
    - k1_pmha05.mdx
    - k1_pmha05.tpc
    - k1_pmha05d.tpc
    - k1_pmha05d1.tpc
    - k1_pmha05d2.tpc
    - k1_pmha05d3.tpc
    - k1_pmhb01.mdl
    - k1_pmhb01.mdx
    - k1_pmhb01.tpc
    - k1_pmhb01d.tpc
    - k1_pmhb01d1.tpc
    - k1_pmhb01d2.tpc
    - k1_pmhb01d3.tpc
    - k1_pmhb02.mdl
    - k1_pmhb02.mdx
    - k1_pmhb02.tpc
    - k1_pmhb02d.tpc
    - k1_pmhb02d1.tpc
    - k1_pmhb02d2.tpc
    - k1_pmhb02d3.tpc
    - k1_pmhb03.mdl
    - k1_pmhb03.mdx
    - k1_pmhb03.tpc
    - k1_pmhb03d.tpc
    - k1_pmhb03d1.tpc
    - k1_pmhb03d2.tpc
    - k1_pmhb03d3.tpc
    - k1_pmhb04.mdl
    - k1_pmhb04.mdx
    - k1_pmhb04.tpc
    - k1_pmhb04d.tpc
    - k1_pmhb04d1.tpc
    - k1_pmhb04d2.tpc
    - k1_pmhb04d3.tpc
    - k1_pmhb05.mdl
    - k1_pmhb05.mdx
    - k1_pmhb05.tpc
    - k1_pmhb05d.tpc
    - k1_pmhb05d1.tpc
    - k1_pmhb05d2.tpc
    - k1_pmhb05d3.tpc
    - k1_pmhc01.mdl
    - k1_pmhc01.mdx
    - k1_pmhc01.tpc
    - k1_pmhc01d.tpc
    - k1_pmhc01d1.tpc
    - k1_pmhc01d2.tpc
    - k1_pmhc01d3.tpc
    - k1_pmhc02.mdl
    - k1_pmhc02.mdx
    - k1_pmhc02.tpc
    - k1_pmhc02d.tpc
    - k1_pmhc02d1.tpc
    - k1_pmhc02d2.tpc
    - k1_pmhc02d3.tpc
    - k1_pmhc03.mdl
    - k1_pmhc03.mdx
    - k1_pmhc03.tpc
    - k1_pmhc03d.tpc
    - k1_pmhc03d1.tpc
    - k1_pmhc03d2.tpc
    - k1_pmhc03d3.tpc
    - k1_pmhc04.mdl
    - k1_pmhc04.mdx
    - k1_pmhc04.tpc
    - k1_pmhc04d.tpc
    - k1_pmhc04d1.tpc
    - k1_pmhc04d2.tpc
    - k1_pmhc04d3.tpc
    - k1_pmhc05.mdl
    - k1_pmhc05.mdx
    - k1_pmhc05.tpc
    - k1_pmhc05d.tpc
    - k1_pmhc05d1.tpc
    - k1_pmhc05d2.tpc
    - k1_pmhc05d3.tpc
    - pmha05hair.tpc
    - po_pfha1.tpc
    - po_pfha1d.tpc
    - po_pfha1d1.tpc
    - po_pfha1d2.tpc
    - po_pfha1d3.tpc
    - po_pfha2.tpc
    - po_pfha2d.tpc
    - po_pfha2d1.tpc
    - po_pfha2d2.tpc
    - po_pfha2d3.tpc
    - po_pfha3.tpc
    - po_pfha3d.tpc
    - po_pfha3d1.tpc
    - po_pfha3d2.tpc
    - po_pfha3d3.tpc
    - po_pfha4.tpc
    - po_pfha4d.tpc
    - po_pfha4d1.tpc
    - po_pfha4d2.tpc
    - po_pfha4d3.tpc
    - po_pfha5.tpc
    - po_pfha5d.tpc
    - po_pfha5d1.tpc
    - po_pfha5d2.tpc
    - po_pfha5d3.tpc
    - po_pfhb1.tpc
    - po_pfhb1d.tpc
    - po_pfhb1d1.tpc
    - po_pfhb1d2.tpc
    - po_pfhb1d3.tpc
    - po_pfhb2.tpc
    - po_pfhb2d.tpc
    - po_pfhb2d1.tpc
    - po_pfhb2d2.tpc
    - po_pfhb2d3.tpc
    - po_pfhb3.tpc
    - po_pfhb3d.tpc
    - po_pfhb3d1.tpc
    - po_pfhb3d2.tpc
    - po_pfhb3d3.tpc
    - po_pfhb4.tpc
    - po_pfhb4d.tpc
    - po_pfhb4d1.tpc
    - po_pfhb4d2.tpc
    - po_pfhb4d3.tpc
    - po_pfhb5.tpc
    - po_pfhb5d.tpc
    - po_pfhb5d1.tpc
    - po_pfhb5d2.tpc
    - po_pfhb5d3.tpc
    - po_pfhc1.tpc
    - po_pfhc1d.tpc
    - po_pfhc1d1.tpc
    - po_pfhc1d2.tpc
    - po_pfhc1d3.tpc
    - po_pfhc2.tpc
    - po_pfhc2d.tpc
    - po_pfhc2d1.tpc
    - po_pfhc2d2.tpc
    - po_pfhc2d3.tpc
    - po_pfhc3.tpc
    - po_pfhc3d.tpc
    - po_pfhc3d1.tpc
    - po_pfhc3d2.tpc
    - po_pfhc3d3.tpc
    - po_pfhc4.tpc
    - po_pfhc4d.tpc
    - po_pfhc4d1.tpc
    - po_pfhc4d2.tpc
    - po_pfhc4d3.tpc
    - po_pfhc5.tpc
    - po_pfhc5d.tpc
    - po_pfhc5d1.tpc
    - po_pfhc5d2.tpc
    - po_pfhc5d3.tpc
    - po_pmha1.tpc
    - po_pmha1d.tpc
    - po_pmha1d1.tpc
    - po_pmha1d2.tpc
    - po_pmha1d3.tpc
    - po_pmha2.tpc
    - po_pmha2d.tpc
    - po_pmha2d1.tpc
    - po_pmha2d2.tpc
    - po_pmha2d3.tpc
    - po_pmha3.tpc
    - po_pmha3d.tpc
    - po_pmha3d1.tpc
    - po_pmha3d2.tpc
    - po_pmha3d3.tpc
    - po_pmha4.tpc
    - po_pmha4d.tpc
    - po_pmha4d1.tpc
    - po_pmha4d2.tpc
    - po_pmha4d3.tpc
    - po_pmha5.tpc
    - po_pmha5d.tpc
    - po_pmha5d1.tpc
    - po_pmha5d2.tpc
    - po_pmha5d3.tpc
    - po_pmhb1.tpc
    - po_pmhb1d.tpc
    - po_pmhb1d1.tpc
    - po_pmhb1d2.tpc
    - po_pmhb1d3.tpc
    - po_pmhb2.tpc
    - po_pmhb2d.tpc
    - po_pmhb2d1.tpc
    - po_pmhb2d2.tpc
    - po_pmhb2d3.tpc
    - po_pmhb3.tpc
    - po_pmhb3d.tpc
    - po_pmhb3d1.tpc
    - po_pmhb3d2.tpc
    - po_pmhb3d3.tpc
    - po_pmhb4.tpc
    - po_pmhb4d.tpc
    - po_pmhb4d1.tpc
    - po_pmhb4d2.tpc
    - po_pmhb4d3.tpc
    - po_pmhb5.tpc
    - po_pmhb5d.tpc
    - po_pmhb5d1.tpc
    - po_pmhb5d2.tpc
    - po_pmhb5d3.tpc
    - po_pmhc1.tpc
    - po_pmhc1d.tpc
    - po_pmhc1d1.tpc
    - po_pmhc1d2.tpc
    - po_pmhc1d3.tpc
    - po_pmhc2.tpc
    - po_pmhc2d.tpc
    - po_pmhc2d1.tpc
    - po_pmhc2d2.tpc
    - po_pmhc2d3.tpc
    - po_pmhc3.tpc
    - po_pmhc3d.tpc
    - po_pmhc3d1.tpc
    - po_pmhc3d2.tpc
    - po_pmhc3d3.tpc
    - po_pmhc4.tpc
    - po_pmhc4d.tpc
    - po_pmhc4d1.tpc
    - po_pmhc4d2.tpc
    - po_pmhc4d3.tpc
    - po_pmhc5.tpc
    - po_pmhc5d.tpc
    - po_pmhc5d1.tpc
    - po_pmhc5d2.tpc
    - po_pmhc5d3.tpc


    Some of the male lips clip slightly on the character creation screen, but they are fine during the rest of the game. Let me know if you find any others.

     - Fred Tetra, for developing the KOTOR Tool
     - Stoffe, for developing TSLPatcher


    1.0.1 - Updated Readme for clearer instructions on using reskins with this mod.
    1.0 - Initial Release


    You may not redistribute this mod on other sites without my permission. You may use this mod in your own if you ask me.



    • Submitter
    • Submitted
    • Category
    • TSLRCM Compatible


    • Like 3
    • Light Side Points 1

  5. K2 PFHC05 Ported


    Title:   K2 PFHC05 Ported
    Version: 1.0.1
    Author:  Ferc Kast
    Contact: PM me on DeadlyStream


    This mod ports PFHC05 from KOTOR II for use as a playable head in KOTOR I.


    Unzip the file. Run TSLPatcher, and point the installer to your KOTOR I installation folder.


    Copy the 2das from the backup folder into the Override folder. Remove the following files from the Override folder:

    - kfhc05.mdl
    - kfhc05.mdx
    - KFHC05.tga
    - KFHC05D1.tga
    - KFHC05D2.tga
    - po_KFHC05.tga
    - po_KFHC05D1.tga
    - po_KFHC05D2.tga


    None known, but let me know if you find any.

     - Fred Tetra, for developing the KOTOR Tool
     - Stoffe, for developing TSLPatcher


    1.0.1 - Fixed Readme
    1.0 - Initial Release


    You may not redistribute this mod on other sites without my permission. You may use this mod in your own if you ask me.



    • Submitter
    • Submitted
    • Category
    • K1R Compatible


  6. Recently started playing TOR again. Mixed feelings about this, I like that we're getting more story, but it looks like it's a singular story, not even 2 faction-based stories that we've been getting. People asked for more class story, not just more story.


    Also, most of the PvP/PvE guilds have already collapsed, this announcement will just hurry things along for the rest.


    While technically, KotFE looks to be a singular story, each time doing it will be unique because we can make our own choices like in KotOR I & II. Though, you do have a valid point that it is not individual class stories. As far as PvE & PvP guilds being collapsed, I'm not sure if you're on a low population server or thinking of a different game. Both PvE & PvP guilds are very active and haven't collapsed as yet, at least not on Ebon Hawk. Jung Ma, on the other hand...let's just say I'm glad my guild & I transferred when we did earlier this year. :D

  7. Did you try disabling Frame Buffer Effects under Options -> Graphics Options -> Advanced Options in the game's menu? That fixed my Steam copy of KotOR II to work after I kept crashing when I tried making a new character.

  8. First Name: Ræna

    Legacy Name: Kast

    Species: Miraluka

    Class: Jedi Sage

    Level: 50

    Server: Jung Ma (US EST PvP + RP)




    First Name: Ferc

    Legacy Name: Kast

    Species: Human

    Class: Jedi Guardian

    Level: 35

    Server: Jung Ma (US EST PvP + RP)



  9. Well, after the release of my K1 playable Mission Vao, I felt like my TSL version needed an update. Partially, it was triggered by the initial hostile criticism of the original version's WIP thread. As I could not include the original lips and eyes, as I did with the K1 version, I did a better job of matching them than the original release.


    Words can only go so far. Instead of wasting more words, here is a screenshot of the LS/neutral head for the mod.




    v2 of this mod includes the following changes:

    • Headgear fully supported

    • Skin tone matches K1 mod and is not a dark blue anymore.

    • Updated/new head skins

    • New portraits


    Release Date: whenitsdone.gif

  10. Sorry for the lack of updates recently. Hopefully, I should have the video done soon. Instead, I wanted to explain a couple of previously unmentioned new features that will be featured in Echo of the Force.


    Droid Armor

    In KotOR I and II, we saw droids that were unable to equip armor. Their appearance, therefore, was static. However, you could get armor for them; but the armor never changed their appearance. In Echo of the Force, that will change. You will still get the armor, but unlike the vanilla game it will change their appearance. I probably will limit the number of variations to maybe 3-5 per armor type. (I think there were three levels of droid armor in the vanilla game; I could be wrong.)


    Party Member Customization

    Why should the droids get all the fun?, you may wonder. But, I could customization my party member's head/appearance in TOR, some may complain. Well, the droid party members won't be the solo recipient of customization. For each non-droid party member, I plan to have 2 or 3 variations for their head. Obviously, the heads shown off thus far (and shown in the portraits on the website) are going to be the canon heads for them.



    I am considering to possibly tweak the site's layout, and fix a couple CSS problems in the process. As always, the Kast's Echo website is the official source to find out the latest updates for this mod.


    Anyways, I hope to get the video update up very soon. So, stay tuned for that in the near future.


    More Coming Soon...

  11. Well, today is a fun-filled day for Echo of the Force. Get ready for that which is to come...


    Jedi Master Contest

    This time, the contest is truly over. The results? Here we go:


    • First Place: Scourge's Miralian, Jedi Master Zeltaro
    • Second Place: Rtas Vadum's Nagai, Jedi Master Aurellia
    • Third Place: Sith Holocron's Echani, Jedi Master Pellu Ceed


    These top three entries will each feature a line of dialog in the upcoming video update which ought to be up sometime next week. The winning character, Zeltaro, will additionally have a sidequest for the player after the Council meeting on Danjir IV.


    Facebook Announcement

    Next announcement... A few weeks ago, I decided to delete the old Facebook page for Echo of the Force since I hardly touched it. In coordination with the announcement following, I have instead made a new group for Echo of the Force on Facebook. It will have more frequent updates, as things are announced in the future.


    [KotOR: Echo of the Force Group]


    Echo of the Force Website Announcement

    What better way to kick off the new Facebook group than by announcing the brand Echo of the Force website? Content is subject to changing or being added until such a time when Echo of the Force is ready for release. The link is now active on the home page of Echo of the Force, as well as the WIP Mods page on Kast's Echo.


    The site features:

    • Plot
    • Planets
    • Character Information
    • Media
    • And more...
    • Further pages will be added in the future, from time to time.


    [Knights of the Old Republic: Echo of the Force Official Website]


    More Coming Soon...

  12. Time for an reminder and announcement...


    Jedi Council Contest

    There is still one day left for your entries on this contest. (And, the video update showing off the scene should follow early next week.) The winner's character will give a sidequest to the player while after the Council meeting on Danjir IV. The top couple or so entries, though, will be each a line of dialog in scene.


    Website Anouncement

    I hope to have the website for Echo of the Force completed early next week, if not by the end of this weekend. At that time, it will be announced here and the other EotF threads. Since this mod is still in development, new pages ( will be added to the site occasionally (such as new character pages) before the mod's release. Also, media will be kept up-to-date on the website. And, there is a mobile-friendly version too for those wanting view the site on the go.


    More Coming Soon...

  13. Hmm, interesting. I suppose it's an obvious thing, but my own skin is quite similar. Although I find it funny that any time you touch that head model in k2, the first thing any one thinks of is Luxa. Sure, she does use the model, but it's the same as the one in K1.


    Anyway, I think I have a skin that might fit for the contest, pretty much all done. If it just requires a single skin(i.e no ds transitions), or any skins for body models, it is ready to go(although the only problem would be the underwear skin, the rest are fine). Can I pm you the information here, and if so, do you want the files with it?


    All that is required is just requires the head skin texture file, unless you used a full-body model in which case the body and head skin files would be required. And, PM here works fine for sending an entry.

    If you're still looking for dialog writers, I can try my hand at it, I just need more information: scenario, person talking, background, etc. I've rewritten dialog for a Morrowind modder for his companion, so if you have some sample lines I can take a look at them to give you an idea of my style.


    Yes, I am still (minus some help here and there from Scourge) a one-man team. So, if you're interested in helping, PM me for details for a sample. (Unless you have a sample that you had in mind already, that is.)



  14. Greetings, all! I have a special treat for you today. :cool:


    Jedi Council Contest

    There are only ten days left before the contest deadline is here. For those who have forgotten the details of the contest, see my post from October 30th. I intend to have multiple winners in this contest, but thus far only two entries have been submitted.


    The reason for these contests is so that you, the audience, feel like you contributed in one way or another to this mod project. :) With that in mind, hopefully more of you will feel motivated to submit an entry.



    Along with my new Fan Fiction Knights of the Old Republic: Rising Destiny, I finally have made the official canon head texture for Aydrea Kast (the player's official canon name). For those who haven't read it yet, Rising Destiny will explore the mission that the player was on immediately prior to Echo of the Force. Anyways, you will see this head in future pictures, videos, etc. when I post new media in this thread or my other threads at Kast's Echo and Deadly Stream.


    Without further ado, I present Aydrea Kast:




    More Coming Soon...

  15. Well, this is a fun little update...


    Jedi Council Contest

    Since I've only received 2 entries, I will extend the deadline for the Jedi Council member contest to December 15th. The main reason behind this is because I was planning on multiple winners; this way, you still have a chance to get your entries in. :) See this post on LucasForums if you've forgotten the details of the contest.




    Announcement Time

    Toward the start of this thread, I had said that I was going to do an official website for Echo of the Force. Recently, an opportunity presented itself in the form of a HTML class. As part of my class, we were told to make a website that we would develop through the course of the semester. Since we were given no limits on content, I decided to do EotF's site. Today, I'm showing off pictures from the mobile-friendly version. :P

















    Once some further tweaking is done, I will open it to the public and announce the final URL. And before the question is asked, I will confirm that the desktop/tablet version looks similar to the above mobile layout; and, that is the only reason that I didn't show both versions. So, that's my fun little announcement for today. :D



    More Coming Soon...

  16. index.php?app=downloads&module=display&section=screenshot&id=259

    File Name: Playable Mission Vao

    File Submitter: Ferc Kast

    File Submitted: 14 Nov 2012

    File Category: Mods


    This mod will make Mission Vao a playable head at the game's start. It does not use the original head, but uses a Twi'lek head as the base to resemble her using parts of the original texture. This mod includes Sith Eyes and tattoos as you transition to the dark side. There are also custom portraits to reflect the head's transitions. Enjoy!


    Click here to download this file

  17. Playable Twi'leks

    View File

    This mod will make a Lethan Twi'lek female and Tukian Twi'lek male playable heads to choose at the start of the game. This mod includes custom heads, Sith Eyes and tattoos when you are on the dark side. There are also new custom portraits to reflect the head's transitions.


    Note: This mod does not affect any Twi'lek NPC heads. Enjoy!

    • Submitter
    • Submitted
    • Category
    • K1R Compatible