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Guild Balcony Mod

  • Thread starter Thread starter Marcopolo
  • Start date Start date
Re: Guild Balcony Mod

When you put the tng onto your computer did it ask you to confirm the overwrite?
 
Re: Guild Balcony Mod

jwc2200;323232 said:
When you put the tng onto your computer did it ask you to confirm the overwrite?

Yes, and I said yes.
 
Re: Guild Balcony Mod

When you walk out of the guild, turn to the right. Look back at the guild wall, does the arch have bars, or is there a rock in front of a door?
I posted pics of before and after mod.
 
Re: Guild Balcony Mod

Well, is it the first arch? If so, then the rock is there, but not the door...

EDIT*
I would show you a pic, but I don't know where the files of the Screen shots are.
 
Re: Guild Balcony Mod

Documents\My Games\Fable\Photojournal\Hero's name. ;)
 
Re: Guild Balcony Mod

It is the first arch.
Download the attached text file. It has the scripts for the door and the marker used to make the door a teleporter. Copy them and paste them into the modded GuildExterior.tng under:

Version 2;
XXXSectionStart NULL;

Hopefully this will make it work for you. I cannot imagine why it doesn't already. Unless maybe you edited the tng after you put it in the FA folder, and deleted or changed soemthing important, but if you made any changes you would have said so right?
 
Re: Guild Balcony Mod

jwc2200;323281 said:
It is the first arch.
Download the attached text file. It has the scripts for the door and the marker used to make the door a teleporter. Copy them and paste them into the modded GuildExterior.tng under:

Version 2;
XXXSectionStart NULL;

Hopefully this will make it work for you. I cannot imagine why it doesn't already. Unless maybe you edited the tng after you put it in the FA folder, and deleted or changed soemthing important, but if you made any changes you would have said so right?

Nope... I don't understand the directions... What do you... Oh, I see... What is the Version 2 thing?
 
Re: Guild Balcony Mod

I don't know and it doesn't matter. The "NULL" is what matters, it tells the game when to have the stuff show up.
 
Re: Guild Balcony Mod

It's still not there... Here is what is in the tng(after the Version 2 up to a reasonable spot... I think) :

Version 2;

XXXSectionStart NULL;
NewThing Object;
Player 4;
UID 18446741874683336067;
DefinitionType "OBJECT_GUILD_FRONT_DOORS_01";
CreateTC "CTCActionUseScriptedHook";
ScriptName NULL;
ScriptData "NULL";
ThingGamePersistent FALSE;
ThingLevelPersistent FALSE;
StartCTCPhysicsStandard;
PositionX 20.877200;
PositionY 138.017800;
PositionZ 26.650990;
RHSetForwardX -0.990268;
RHSetForwardY -0.139173;
RHSetForwardZ 0.000000;
RHSetUpX 0.000000;
RHSetUpY 0.000000;
RHSetUpZ 1.000000;
EndCTCPhysicsStandard;
StartCTCTargeted;
Targetable TRUE;
EndCTCTargeted;
StartCTCEditor;
EndCTCEditor;
StartCTCActionUseScriptedHook;
Usable TRUE;
ReversedOnMiniMap TRUE;
HiddenOnMiniMap FALSE;
VersionNumber 1;
ForceConfirmation FALSE;
TeleportToRegionEntrance TRUE;
EntranceConnectedToUID 15546741874686222211;
SoundName "";
AnimationName "";
ReplacementObject 0;
EndCTCActionUseScriptedHook;
Health 1.0;
ObjectScale 1.01;
EndThing;

NewThing Marker;
Player 4;
UID 15546741874686222211;
DefinitionType "MARKER_BASIC";
ScriptName null;
ScriptData "NULL";
ThingGamePersistent FALSE;
ThingLevelPersistent FALSE;
StartCTCPhysicsStandard;
PositionX 25.496830;
PositionY 121.415800;
PositionZ 33.282700;
RHSetForwardX -0.999066;
RHSetForwardY -0.043201;
RHSetForwardZ 0.000000;
RHSetUpX 0.000000;
RHSetUpY 0.000000;
RHSetUpZ 1.000000;
EndCTCPhysicsStandard;
StartCTCEditor;
EndCTCEditor;
Health 1.0;
EndThing;
NewThing Thing;
Player 4;
UID 18446741874686297663;
DefinitionType "CAMERA_POINT_FIXED_POINT";
ScriptName BoastingCamera;
ScriptData "NULL";
ThingGamePersistent FALSE;
ThingLevelPersistent FALSE;
StartCTCPhysicsStandard;
PositionX 7.085205;
PositionY 138.083984;
PositionZ 33.803471;
RHSetForwardX 0.0;
RHSetForwardY 0.999994;
RHSetForwardZ 0.0;
RHSetUpX 0.0;
RHSetUpY 0.0;
RHSetUpZ 0.999994;
EndCTCPhysicsStandard;
StartCTCEditor;
EndCTCEditor;
StartCTCDCameraPoint;
EndCTCDCameraPoint;
StartCTCCameraPointFixedPoint;
CutInto FALSE;
CutOutOf FALSE;
TestAngleBeforeActivation FALSE;
SelfTerminate TRUE;
HeroIsSubject FALSE;
FOV 72.0;
IsCoordBaseRelativeToParent TRUE;
CoordBase C3DCoordF(-3367.085205,-3594.083984,-33.803471);
CoordAxisUp C3DCoordF(0.0,0.0,1.0);
CoordAxisFwd C3DCoordF(1.0,0.0,0.0);
UsingRelativeCoords FALSE;
UsingRelativeOrientation FALSE;
TrackThing TRUE;
LookVector.X -0.181642;
LookVector.Y -0.86158;
LookVector.Z -0.474011;
EndCTCCameraPointFixedPoint;
StartCTCShapeManager;
IsCoordsRelativeToMap TRUE;
NumShapes 0;
EndCTCShapeManager;
EndThing;

NewThing Thing;
Player 4;
UID 18446741874686297615;
DefinitionType "CAMERA_POINT_SCRIPTED_SPLINE";
ScriptName CAM_FHDD_GMHERO;
ScriptData "NULL";
ThingGamePersistent FALSE;
ThingLevelPersistent FALSE;
StartCTCPhysicsStandard;
PositionX 4.682617;
PositionY 125.010498;
PositionZ 27.390343;
RHSetForwardX 0.0;
RHSetForwardY 0.999994;
RHSetForwardZ 0.0;
RHSetUpX 0.0;
RHSetUpY 0.0;
RHSetUpZ 0.999994;
EndCTCPhysicsStandard;
StartCTCEditor;
EndCTCEditor;
StartCTCDCameraPoint;
EndCTCDCameraPoint;
StartCTCCameraPointScriptedSpline;
CutInto FALSE;
CutOutOf FALSE;
TestAngleBeforeActivation FALSE;
SelfTerminate FALSE;
HeroIsSubject FALSE;
FOV 0.166667;
IsCoordBaseRelativeToParent TRUE;
CoordBase C3DCoordF(-3364.682617,-3581.010498,-27.390343);
CoordAxisUp C3DCoordF(0.0,0.0,1.0);
CoordAxisFwd C3DCoordF(1.0,0.0,0.0);
UsingRelativeCoords FALSE;
UsingRelativeOrientation FALSE;
TimeToPlay 1.0;
Tension 0.8;
NumKeyCameras 2;
KeyCameras[0].Position C3DCoordF(0.0,0.0,1.592773);
KeyCameras[0].LookDirection C3DCoordF(0.135022,-0.988856,0.062717);
KeyCameras[0].FOV 0.166667;
KeyCameras[0].ShuttleSpeed 1.0;
KeyCameras[0].Duration 8.0;
KeyCameras[0].PauseTime 0.0;
KeyCameras[0].Event "";
KeyCameras[0].AnimationSpeed 0.0;
KeyCameras[0].RollAngle 0.0;
KeyCameras[1].Position C3DCoordF(-0.050049,-0.007324,1.612774);
KeyCameras[1].LookDirection C3DCoordF(0.196528,-0.978488,0.062754);
KeyCameras[1].FOV 0.166667;
KeyCameras[1].ShuttleSpeed 1.0;
KeyCameras[1].Duration 2.0;
KeyCameras[1].PauseTime 0.0;
KeyCameras[1].Event "";
KeyCameras[1].AnimationSpeed 0.0;
KeyCameras[1].RollAngle 0.0;
EndCTCCameraPointScriptedSpline;
EndThing;
 
Re: Guild Balcony Mod

Have you been able to spawn chests or make any kind of changes using FE?
 
Re: Guild Balcony Mod

Um... No, I don't believe so... I tried to place a couple of Body guards... But they failed... I figured I just was doing things wrong...
 
Re: Guild Balcony Mod

Have you renamed your FinalAlbion.wad. It is in:
C:\Program Files\Microsoft Games\Fable - The Lost Chapters\data\Levels
Rename the file not the Final Albion folder. Just rename it to FinalAlbion2.wad and then the game will use the altered tng files.
 
Re: Guild Balcony Mod

Oh, okay. I'll give it a try.


EDIT*
It worked! I'm on the Balcony! Awesome ! Thank you so very much!



EDIT**

And Now I can also free Roam inside Demon Door Areas. So it's all fixed.
 
Re: Guild Balcony Mod

Great, glad we got it worked out, now the teleporters to the demon doors will work too.
 
Re: Guild Balcony Mod

Nekaku;324034 said:
EDIT*
It worked!
Gee... I asked if you could walk anywhere for a reason you know.
 
Re: Guild Balcony Mod

DarkenedSoul;324054 said:
Gee... I asked if you could walk anywhere for a reason you know.

Well, I could except within demon Doors... And I forgot about those when dealing with this issue... It didn't really bother me all that much about it being in the Demon doors... I'm sorry... I didn't mean to forget...:(
 
Re: Guild Balcony Mod

this mod didnt work for me, i followed instrustions to the letter and still no go, help please
 
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