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Dragon's mods WIP

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DragonMaster91

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Dragon's mods WIP

Some of you may remember my old mod: magic thread.
I decided to make another go at it.


Here is what I have done so far:


Stuff 'till next update:
Find a way to change the special effects of physical shield.
Constructive criticism please. If it is not helpful, I don't want it.
Tip:
Do not export CREATURE_HERO and import that to GHOSTLY_SWORD, bad idea.

PICTURES:
ee03522bce971ae971bfb017cbea4a1ee802b6ba.png
jpg.jpg

Questions:

  • How do you change special effects and not screw up the spell?
 

OldBoy

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Re: Dragon's mods WIP

DragonMaster91;260148 said:
[*]Whenever I import the Balverine thing, It does not "stick", so to say. How can I fix this?
[*]I am currently working on this issue, but, the game froze on me when I changed the description of the levels and changed the name. I'd like a solution as soon as possible.

[/LIST]

What do you mean by 'import the balverine thing'
and 'it does not stick'

Define 'thing' and 'stick'?

Also I'd suggest trying to give the balverines more a will of their own; so that they will not hurt you, but go roaming for themselves. Would make it more 'realistic'.
 
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DragonMaster91

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Re: Dragon's mods WIP

The thing is the balverine export. When you export the data and import it to the ghostly sword. By stick, I mean that the export will not stay imported when I import it.
 
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DragonMaster91

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Re: Dragon's mods WIP

Nope, I do that, then modify something else, then play, then use the spell.

Crash...
Also *UPDATE


I am going to upload it.
here, If you don't know how to import, then here is how.
In Fable Explorer, go to +Creature, open the + and scroll down to GHOSTLY_SWORD.
When you find GHOSTLY_SWORD, open it, click import on the pop-up window, locate Balverineexport.
Your done.

There are two fmps, and the export.
The two fmps are the spell modification for Fullmoon Summon, and the other is the title.. for some reason I did not include that in the fmp. :unsure:

I am working on physical shield now. I will go back if someone has a solution.
If not, I declare myself done with Fullmoon Summon.
 

Leaf16591

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Re: Dragon's mods WIP

i don't like the balverine are very weaks i use a dreadwings are better than white balverine!!:cool::cool:
 
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DragonMaster91

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Re: Dragon's mods WIP

If you like, I can do one like that.
 

OldBoy

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Re: Dragon's mods WIP

DragonMaster91;260474 said:
The thing is the balverine export. When you export the data and import it to the ghostly sword. By stick, I mean that the export will not stay imported when I import it.

Maybe I interprete your post wrong, but...
Because of you posting this I actually went out for the first time in months to check on something in FE.
And I've tested this -because I didn't believe your statement- and guess what?
With me it does 'stick', so maybe Johndoe is right?:

JohnDoe;260511 said:
Hit apply changes after importing. :noexpression:

Now I havn't tested the spell yet, only creating an fmp with the changed ghost sword entry. And my fmp works; it changes the Ghostly Sword in a balverine. Now again: I don't know if it crashes the game yet. [edit]: it doesn't.

So here's how to make this work;

-start FE
-go to the creature you want instead of the Ghost Sword
-hit 'export' and save the data somewhere
-now goto 1591-CREATURE_GHOSTLY_SWORD and open it
-hit 'import' and select the data you saved earlier
-click 'apply changes'
-now click 'file' and 'Create Fable Mod Package'
-drag the 1591-CREATURE_GHOSTLY_SWORD entry into the new window
-click 'save FMP' and save the fmp
-exit Fable Explorer

Now you have your fmp.
And now for testing if it actually changes the 1591-CREATURE_GHOSTLY_SWORD entry:

-start FE
-click 'File' and 'load Fable Mod Package'
-select the FMP you've made before
-now goto 1591-CREATURE_GHOSTLY_SWORD and open it
-check if the entry has changed by looking at the CDefs or Graphic entry etc.

DragonMaster91;260515 said:
Nope, I do that, then modify something else, then play, then use the spell.

Crash...
Also *UPDATE


I am going to upload it.
here, If you don't know how to import, then here is how.
In Fable Explorer, go to +Creature, open the + and scroll down to GHOSTLY_SWORD.
When you find GHOSTLY_SWORD, open it, click import on the pop-up window, locate Balverineexport.
Your done.

There are two fmps, and the export.
The two fmps are the spell modification for Fullmoon Summon, and the other is the title.. for some reason I did not include that in the fmp. :unsure:

I am working on physical shield now. I will go back if someone has a solution.
If not, I declare myself done with Fullmoon Summon.

Now as for your mod crashing, it could be numerous things, but let me try to recreate your mod...

[edit]
Well what do you know; the instant mod I made works... No crash. I followed my own guide as described above. Here's the file aswell - now you do have to apply this to a clean game.bin, because that's the only way to know that this is not causing any crash.
[edit 2]
I didn't make it so that the balv will follow you.
[edit 3]
Oh well; Just found out you can also use this spell to spawn traders.
 
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DragonMaster91

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Re: Dragon's mods WIP

OldBoy;261019 said:
Maybe I interprete your post wrong, but...
Because of you posting this I actually went out for the first time in months to check on something in FE.
And I've tested this -because I didn't believe your statement- and guess what?
With me it does 'stick', so maybe Johndoe is right?:



Now I havn't tested the spell yet, only creating an fmp with the changed ghost sword entry. And my fmp works; it changes the Ghostly Sword in a balverine. Now again: I don't know if it crashes the game yet. [edit]: it doesn't.

So here's how to make this work;

-start FE
-go to the creature you want instead of the Ghost Sword
-hit 'export' and save the data somewhere
-now goto 1591-CREATURE_GHOSTLY_SWORD and open it
-hit 'import' and select the data you saved earlier
-click 'apply changes'
-now click 'file' and 'Create Fable Mod Package'
-drag the 1591-CREATURE_GHOSTLY_SWORD entry into the new window
-click 'save FMP' and save the fmp
-exit Fable Explorer

Now you have your fmp.
And now for testing if it actually changes the 1591-CREATURE_GHOSTLY_SWORD entry:

-start FE
-click 'File' and 'load Fable Mod Package'
-select the FMP you've made before
-now goto 1591-CREATURE_GHOSTLY_SWORD and open it
-check if the entry has changed by looking at the CDefs or Graphic entry etc.



Now as for your mod crashing, it could be numerous things, but let me try to recreate your mod...

[edit]
Well what do you know; the instant mod I made works... No crash. I followed my own guide as described above. Here's the file aswell - now you do have to apply this to a clean game.bin, because that's the only way to know that this is not causing any crash.
[edit 2]
I didn't make it so that the balv will follow you.
[edit 3]
Oh well; Just found out you can also use this spell to spawn traders.
Yea, thanks. I think I figured it out though. The problem seems to occur when I reload the export...

Yea... I let common sense slip on this one...
Flame me all you want, it is what I would do.
 

OldBoy

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Re: Dragon's mods WIP

DragonMaster91;261091 said:
Yea, thanks. I think I figured it out though. The problem seems to occur when I reload the export...

Yea... I let common sense slip on this one...
Flame me all you want, it is what I would do.

Flame you? I'm just trying to help. You post about a problem, I see a challenge... Nothing more, nothing less ;)
 
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DragonMaster91

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Re: Dragon's mods WIP

OldBoy;261096 said:
Flame you? I'm just trying to help. You post about a problem, I see a challenge... Nothing more, nothing less;)
Yea, I meant anyone else who might see this...

Someone who isn't helpful. ;)
 

Skotekal

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Re: Dragon's mods WIP

No, it really doesn't. :p Well, truth be told, anyhow.

And good to know it is all good 'n stuff.
 
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DragonMaster91

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Re: Dragon's mods WIP

Sorry people, I haven't been able to do much lately.

Also, first post is updated as to where I am at.
 

droded

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Re: Dragon's mods WIP

I'm not going to criticise your Mod, but please put that picture in a Spoiler.
 
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DragonMaster91

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Re: Dragon's mods WIP

Alright. I noticed it was doing that, but I forgot spoilers :blush:
 
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DragonMaster91

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Re: Dragon's mods WIP

*updating double post*

I am going yo use a SoA to make a new weapon.

I called it the Dragon Sword,

but when I open the chest, the game crashes.

hhmmm.......
 
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