Hi there everyone! How are you today?
I've been reliving legendary games of the past with a fresh breath of new life thanks to randomizers that people have been putting together over the years. My favorite favorite favorite one to play so far has been Zelda on SNES, the races of which you can find on YouTube and are fascinating. What I like about the idea is that it so dramatically changes a linear game into a non-linear game by shuffling the order in which everything must be done, and suddenly a game you've played thousands of times is no longer a predictable list of chores but basically a brand new game, you have to think it all through all over again.
I keep thinking to myself this would be great for Fable. But I can't find it.
I checked out quite a few sites even Spanish and French sites so I'm guessing no one made a Fable Randomizer yet. I think it'd be a great thing to have for a community, inviting challenges, speedruns, funny videos of random things happening and so on. I'm pretty good around data, so I can figure out how one might be made, but I'm no good at programming. If I can put together a base data file, lists of pointers and appropriate value ranges, I'll put a bounty on an app that'll do the randomizing.
Right now I'm looking for a programmer and someone who can give me some quick insight on Fable modding particulars so I can get up to speed. Any help would be great! Gonna go read more of the forum now. Thank you.
Editing post.
I grabbed some tools and I continue to browse through the modder knowledge bases, and it's quickly becoming extremely apparent that there's a lot that can't be done.
One problem is the reliance on hardcoded gameflow script. I'm not smart enough to do anything with that and I guess no one else is either because with only a couple exceptions no one has even touched it. Some of it is documented though, cool, but I'm just not the guy for that. So no random quest order, no random map progression.
Another is the lack of developer tools to edit the finer details in maps. I can add a chest but I can't get npcs to walk around them. A lot of other things that would mostly be aesthetic but still cool to do like animations and effects won't be reasonably doable.
So what can be randomized?
I'm looking at this tool that creates patches, Fable Explorer. It's not perfect for what I want to do but it makes it The somewhat possible. I can manually produce a base patch that doesn't make any modifications, but has all the data that can be randomized. Someone smarter than me can make a tool that edits values in that patch based on a randomly generated number, or seed, and grab data from a table of acceptable values.
In English that means npc appearance, health, armor, weapons, can be randomized. Arena rounds and enemies can be randomized. Shops, shopkeepers, item prices, item quantities, weapon damage, augment data, container contents and loot drops can be randomized. Lots of stuff can be randomized and it looks like this project will be both easy enough and reasonably doable, so going to keep working on it.
More edits.
Looking through posts by veteran modders I'm picking up heavy passionate views about a lot of things regarding balance, mechanics and piracy, including distribution of original game files. My base patch would be a collection of original game data, which would then be piracy. But if I make a base patch that is itself a mod, than have someone make a randomizer for that, we're back in business.
It hasn't been a day and I'm already in over my head.
Thinking more on it, the game isn't very heavy on the need for items like a Zelda title. You can get through the game with the weakest sword, weakest bow, weakest spell, fishing rod and shovel, and no other items. I can try to make the player require certain items, but right now my better bet is to just randomize other things.
I've been reliving legendary games of the past with a fresh breath of new life thanks to randomizers that people have been putting together over the years. My favorite favorite favorite one to play so far has been Zelda on SNES, the races of which you can find on YouTube and are fascinating. What I like about the idea is that it so dramatically changes a linear game into a non-linear game by shuffling the order in which everything must be done, and suddenly a game you've played thousands of times is no longer a predictable list of chores but basically a brand new game, you have to think it all through all over again.
I keep thinking to myself this would be great for Fable. But I can't find it.

I checked out quite a few sites even Spanish and French sites so I'm guessing no one made a Fable Randomizer yet. I think it'd be a great thing to have for a community, inviting challenges, speedruns, funny videos of random things happening and so on. I'm pretty good around data, so I can figure out how one might be made, but I'm no good at programming. If I can put together a base data file, lists of pointers and appropriate value ranges, I'll put a bounty on an app that'll do the randomizing.
Right now I'm looking for a programmer and someone who can give me some quick insight on Fable modding particulars so I can get up to speed. Any help would be great! Gonna go read more of the forum now. Thank you.
Editing post.
I grabbed some tools and I continue to browse through the modder knowledge bases, and it's quickly becoming extremely apparent that there's a lot that can't be done.
One problem is the reliance on hardcoded gameflow script. I'm not smart enough to do anything with that and I guess no one else is either because with only a couple exceptions no one has even touched it. Some of it is documented though, cool, but I'm just not the guy for that. So no random quest order, no random map progression.
Another is the lack of developer tools to edit the finer details in maps. I can add a chest but I can't get npcs to walk around them. A lot of other things that would mostly be aesthetic but still cool to do like animations and effects won't be reasonably doable.
So what can be randomized?
I'm looking at this tool that creates patches, Fable Explorer. It's not perfect for what I want to do but it makes it The somewhat possible. I can manually produce a base patch that doesn't make any modifications, but has all the data that can be randomized. Someone smarter than me can make a tool that edits values in that patch based on a randomly generated number, or seed, and grab data from a table of acceptable values.
In English that means npc appearance, health, armor, weapons, can be randomized. Arena rounds and enemies can be randomized. Shops, shopkeepers, item prices, item quantities, weapon damage, augment data, container contents and loot drops can be randomized. Lots of stuff can be randomized and it looks like this project will be both easy enough and reasonably doable, so going to keep working on it.
More edits.
Looking through posts by veteran modders I'm picking up heavy passionate views about a lot of things regarding balance, mechanics and piracy, including distribution of original game files. My base patch would be a collection of original game data, which would then be piracy. But if I make a base patch that is itself a mod, than have someone make a randomizer for that, we're back in business.
It hasn't been a day and I'm already in over my head.

Thinking more on it, the game isn't very heavy on the need for items like a Zelda title. You can get through the game with the weakest sword, weakest bow, weakest spell, fishing rod and shovel, and no other items. I can try to make the player require certain items, but right now my better bet is to just randomize other things.
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