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Ferc Kast

Latest Posts

Page: 3 of 32
Posted in: KAurora Version 11.7
 Ferc Kast
02-25-2012, 3:40 PM
#6
I just checked; the KAurora version it points to says it was last modified September 4, 2007. EDIT: Just noticed; Both links are to the original release thread. Hence, without fixing that, no one else can get version 11.7 of KAurora....  [Read More]
Posted in: KAurora Version 11.7
 Ferc Kast
02-25-2012, 1:58 PM
#2
Does this work with Win7 64-bit?...  [Read More]
Posted in: My character is naked o.O
 Ferc Kast
12-18-2011, 9:28 PM
#2
Okay, so not fully naked :P but now that I have your attention... A character I'm spawning is using a new armor, so I made the uti and everything and put it on his chest, but when he spawns, he spawns in his underwear :S and it seems like nothing I...  [Read More]
Posted in: [K1] Republic Soldier Armor Request
 Ferc Kast
12-04-2011, 10:23 PM
#4
As far as I know, the Trask model does not accommodate head gear. I made that mod that has the Republic items, and I don't think that I ever got Trask to be able to wear the headgear. If he isn't, it isn't too hard to do. (Thanks to VarsityPuppet's w...  [Read More]
Posted in: How to enable Add for Party Menu?
 Ferc Kast
11-21-2011, 8:40 PM
#2
Open the module's .are file (i.e. 152har.are for the Harbinger Crew Quarters module); Go to the Unescapable value and set it to 0. That'll make it so you can select party members at any time in that specific module....  [Read More]
Posted in: Modding Troubles
 Ferc Kast
08-31-2011, 2:19 PM
#4
I had to reinstall the game do to I couldn't fix the crashes even after removing the mods. Now the game seems to be unresponsive again, and I was wondering how to fix that again...I created back up files a while ago in my documents folder, but for so...  [Read More]
Posted in: Removing Party Member problem.
 Ferc Kast
08-27-2011, 6:38 PM
#11
ok... So that's weird... Because recruiting members by Tag isn't possible I think... Try adding this script to the last line of the conversation: void main() { ActionPauseConversation(); object oGoodbye; RemoveFromParty(oGoodbye); RemoveAvailable...  [Read More]
Posted in: Removing Party Member problem.
 Ferc Kast
08-27-2011, 4:41 PM
#9
@ Darth Snard: I got that. The problem is, that he hasn't been erased by the script. I just suggested, that if he chose a COMPLETE NEW GROUP from the party selection screen it would ERASE the existing HK-47 NPC from the current party. Edit: Forgot t...  [Read More]
Posted in: Removing Party Member problem.
 Ferc Kast
08-27-2011, 2:54 PM
#7
Try this script with the altered values and such, if need be and obviously replace the template resref lol :) this script is a sure fire for me ^^ void main() { RemoveAvailableNPC(5); AddAvailableNPCByTemplate(5, "p_decklan"); DelayComman...  [Read More]
Posted in: Removing Party Member problem.
 Ferc Kast
08-27-2011, 1:42 PM
#3
I don't see the problem of the script. I never got it to work for myself. Though a possibility would be to include the ShowPartySelectionGUI function to make sure, the NPC can't be selected. Fastmaniac The part that works is that the NPC can't be...  [Read More]
Posted in: Removing Party Member problem.
 Ferc Kast
08-27-2011, 11:55 AM
#1
Hey, I was testing a script to remove a party member. But, when I ran it, the party member was still in my current party but removed from the party member selection screen. Can anyone tell me how to fix my script to make it work? void main() { objec...  [Read More]
Posted in: KotOR: Echo of the Force
 Ferc Kast
02-24-2012, 9:31 AM
#27
*Blows off dust in thread* This thread has gotten a bit dusty. To fix that, it's time for an update on progress: I have gotten a bit more done on the mod. :) It's mostly been plot details, a few new selectable heads, along with some content implement...  [Read More]
Posted in: KotOR: Echo of the Force
 Ferc Kast
12-14-2011, 6:56 AM
#21
Well, it's time again for a mini update for EotF. Last time, I asked about a minor bug I had found. Since then, Ive found a temporary fix for my problem until someone can figure out how to fix it the way I was hoping for it to be fixed. Also, I am st...  [Read More]
Posted in: KotOR: Echo of the Force
 Ferc Kast
12-10-2011, 3:59 PM
#20
It's been going slowly since my last update; However, things are starting to progress more in its development. I should have some new screenshots in the next post of how things are coming along. :) I have found a minor bug, which I thought I ought t...  [Read More]
Posted in: KotOR: Echo of the Force
 Ferc Kast
10-20-2011, 3:47 PM
#13
Well, update time: First, I fixed the bug mentioned in my last post. Second, there are now journal entries for the quests so far. So, I am going through & adding the entries/quests in-game. Finally, I am almost done with the initial version of th...  [Read More]
Posted in: KotOR: Echo of the Force
 Ferc Kast
10-11-2011, 12:20 PM
#11
You have to get your x, y, and z coordinates with the whereami armband. Then open up the module.ifo file for that specific area and then change the mod entry coordinates. They should be somewhere near the top. Strangely, after tweaking the starting...  [Read More]
Posted in: KotOR: Echo of the Force
 Ferc Kast
10-08-2011, 11:27 AM
#7
Well, I realized I hadn't posted in here for a while. I've done some more work on this between school and work. The initial areas are almost done & playable. I should be starting to work on the first planet relatively soon. I also got a couple sk...  [Read More]
Posted in: KotOR: Echo of the Force
 Ferc Kast
08-22-2011, 10:55 PM
#1
Well, I have looked forward to making this thread for quite some time. I am pleased to finally announce this mod. :) I am quite grateful for everyone who has helped me learn everything I currently know about modding; Also, I am grateful for those who...  [Read More]
Posted in: Capibara's wip's
 Ferc Kast
11-16-2011, 10:55 PM
#45
I really like the second armor, the republic armor and the sith armor from that post. :) Keep up the good work :thumbsup:...  [Read More]
Posted in: Capibara's wip's
 Ferc Kast
10-31-2011, 10:17 AM
#39
Flat, how come? it has new textures on all the uniform areas (except the gray parts and gold details) as well as the hands. This re-skin is not a highly detailed edit, it is just 'subtle' as Dak Drexl above said, maybe it looks too dark for you? Evi...  [Read More]
Posted in: LDR's WIPs
 Ferc Kast
10-20-2011, 7:18 PM
#72
Saul's outfit definitely looks more Sithy (if such a word exists.) :) Glad to hear that you got TSL working....  [Read More]
Posted in: Kast's WIP's
 Ferc Kast
08-16-2011, 9:40 PM
#65
Modding Update: I found that I still have the textures from my K1 Mission PC (shown a few posts above) that I never released. And, it is nearly ready for a release. All I need to do is make the portraits & fix her eyebrows. :) I also found some o...  [Read More]
Posted in: Kast's WIP's
 Ferc Kast
08-10-2011, 8:33 PM
#61
*cough* Holy cow; There's a bit of dust here... Well, a lot has happened since my last post in this thread. I am back to the modding scene, with both KotOR I & II running on my new laptop. I lost some of the work previously mentioned in this thr...  [Read More]
Posted in: [tsl] KOTOR: Revenge of Revan
 Ferc Kast
08-25-2011, 9:50 AM
#1503
It's not that. My GPU is new so KotOR isn't compatible with it. I'm waiting to get Dell to send me an intergrated graphics driver (that somehow wasn't installed at the factory) so that I can play it. Though knowing Dell RoR will've come out anyway by...  [Read More]
Posted in: Module Reskinning Tutorial
 Ferc Kast
11-21-2011, 11:08 AM
#26
All the models for the area you're using, yes. I'd have thought that was self-explanatory. :giveup: Especially so with HK-42's post. Anyways, I don't think I saw this tutorial before; But, it certainly answered a few questions for me. Although, I d...  [Read More]
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