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.
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.