Fable: The Lost Chapters Mod Scene - RDF feed
Fast Uncompromising Discussions. FUDforum will get your users talking.
Rough summary me Proposal: 1)remove all story elements. 2)re-wire all quests to activate at thier location, instead of guild. 3)Increase the overall Difficulty (remove objects from barrels, remove easily obtainable legendary weapons, etc etc) 4)correct the infinite undead spawning in the graveyard. 5)consolidate teleporters to bowerstone/Oakvale/hookcoast/knotholglade and only those areas. (The rest you have to take on foot) 6)attempt to kill the guild seal teleport. 7)removal of the chapels. Leave a statue, font, and give the player the pray expression. But no actual effects. 8)Better use of the statue master scripting other than rewards. Such as Undead raids on Oakvale. See if we can randomize Scythe appearing with them. 9)Demon Doors should be just that. Demons. The Evil demon door should open up to the prison out of spite. The Fat demon door should trap you inside with a room full of pies and no escape. The Renown Demon Door should be added in and pointed to a fight with all the rival heroes. 10)The Sword in the Stone should be placed in the middle of Bowerstone. "The one who pulls the sword is the true heir". Open the grey house afterwards. Lose the entire lady grey storyline. Done: Set Jack of Blades Mask to be Removable, Change From Happy<->Sad based on alignment, Adjusted Hero Log Text new Legendary Weapon. BlueTooth Arquebus Remove Ability to Spend General Experiance Modified MiniMap Ring To account for removed Minimaps Removed Minimaps from WLD Weapons allowed in Bowerstone Scrubbed the level scripts of all quests Reduce the amount of Regions from 141 to 41 Adjusted Armour Ratings, naked = Quick Death (Gotta work for that boast now) Edit: Added Augmentation Weaknesses Disabled Guild Seal without breaking gameflow Adjusted Skill Stat Balance, still need to find sneaking chances... True Legendary Weapons Scar Tweak, Bruise Implementation Removed Ressurection Vials from Random Loot ... ... ... ...And anything else the community wants to donate. To Do: Normalize Weapon damage for PC and NPC's Sprinkle augmented weapons among NPCs Remove the Health and Mana Bar Remove Resurrection Vials from Shopkeepers (They need to be legendary....) Lots of things on a code level in order to fix the wld. Lots of scripting ... ... ... ... ...And anything else the community thinks up Updated
Quote: I think WelshSatan on the other boards has already finished this. Though I'm not completely sure. Firstly It's Satan on the forums, welshSatan was my IRC name (now _Satan_). Secondly I've done the fat demon door as well as the evil one and am also working on the chapels, picnic area and the sword in the stone.
QuidProQuo wrote on Tue, 11 October 2005 22:26 I may be way over my head here but would it be possible to add new houses and npcs out in all this extra land around old villages and such? There is so much land around bowerstone, oakvale, ect. Along with lots of more creatures possible for new land it would be very cool if there were more people to fill out the world and balance it out a bit. I even wondered about putting heroes on trader paths. Like I said I may be way over my head but it is just a suggestion. Ya spreading into the fillers are a possibility. Currently though they have no navigation data for NPC movement. Which is something still being worked on.
Modified Minimap Border: Done Will be cleaning up this thread soon. Edit: Pruned.. And Moved to Mods forum.
To Do: Quote: Re-arrange Bowerstone Currently the bowerstone region isn't properly connected when region teleports are removed. Quote: Still need to clear out the TLC scripts of story elements and side quests in order to re-write them. Quote: Document what needs to actually be done to implement ideas from my FableD20 ruleset.
Taken from FableD20 ruleset To Do: Add chapels to Oakvale (In progress) Add arena to Oakvale Turn bandit camp to trading post (In progress) Turn Barrowfields into farmland (In Progress) Add teleporter between Bowerstone and the arena Combine Darkwood and the haunted house Turn Knothole Glade into a 3 part city Turn all of Witchwood into a forest Add Maze's grave to Hook Coast Add city of the dead to the northern Wastes
Satan wrote on Wed, 25 January 2006 07:14 Taken from FableD20 ruleset To Do: Combine Oakvale, Bandit camp, and BarrowField Regions Rebuild Snowspire into a "City of the Dead" For creating a city of the dead, we're going to need to edit the game.bin to allow the undead creatures to act as villagers and spawn with a proper NewThing Village.
Completely Scrubbed the level scripts of all quests... Only thing left is NULL sections. Which means the base world. This way we can decide what, where, and how we'll implement the quests we want. Of which I'll be listing soon.
Alpha wld. Reduces the amount of Regions from 141 to 41. Still some definate tweaking to be done. If you can't get to an area use the region gates. They'll jump you around like the standard game. Once the regions are sorted the region gates will be removed in a majority of places and the guild teleports will be removed except in major villages. ie, Oakvale, Bowerstone, and Knothole Glade. Hookcoast and Northern Wastelands will have psuedo teleports in the form of boats.
To Do: game.bin Severely ramp up damage of NPC weapons
Done: Set Jack of Blades Mask to be Removable. And Change From Happy<->Sad based on alignment Added new Legendary Weapon. BlueTooth Arquebus To Do: Remove Ability to Spend General Experiance
actually its quite easy to make it removeable you really dont have to know much, yesterday i made all the creatures in the game summonable edit you do have had to looked ove stuff a bit but i got it in about a day
BlueTooth wrote on Sat, 04 March 2006 03:57 Done: Set Jack of Blades Mask to be Removable. And Change From Happy<->Sad based on alignment Added new Legendary Weapon. BlueTooth Arquebus To Do: Remove Ability to Spend General Experiance A... Firearm?
Drifter wrote on Thu, 09 March 2006 01:13 BlueTooth wrote on Sat, 04 March 2006 03:57 Done: Set Jack of Blades Mask to be Removable. And Change From Happy<->Sad based on alignment Added new Legendary Weapon. BlueTooth Arquebus To Do: Remove Ability to Spend General Experiance A... Firearm? Medievil FireArm. It's Legendary!
BlueTooth wrote on Wed, 08 March 2006 23:37 Drifter wrote on Thu, 09 March 2006 01:13 BlueTooth wrote on Sat, 04 March 2006 03:57 Done: Set Jack of Blades Mask to be Removable. And Change From Happy<->Sad based on alignment Added new Legendary Weapon. BlueTooth Arquebus To Do: Remove Ability to Spend General Experiance A... Firearm? Medievil FireArm. It's Legendary! I see, I see. As long as it isn't anything like... "I just blew Jack away with my trusty Ak-47," then it's fine, right? This should be interesting when it's completed.
hey guys im gonna be the one redoing bowerstone amnd i was just wondering if there is anything that anyone really wants to see in the new bowerstone kesh,satan if you dont want me muddling up your thread you can just move it i dont really care
Which part of bowerstone, north or south? Anyway I would like the ability to weild weapons Maybe a few more houses and a centerpiece to the city like a fountain or a statue or even better a giant crystal or something. If you're doing north as well I'd like to see it bigger and more mansions maybe not as big as lady grey's but quite big. Also again some more shops but with the expensive stuff in after all it's the rich part of town.
Tiger Sun wrote on Sun, 19 March 2006 13:14 Which part of bowerstone, north or south? Anyway I would like the ability to weild weapons Maybe a few more houses and a centerpiece to the city like a fountain or a statue or even better a giant crystal or something. If you're doing north as well I'd like to see it bigger and more mansions maybe not as big as lady grey's but quite big. Also again some more shops but with the expensive stuff in after all it's the rich part of town. There won't be parts of the town anymore. I plan on combining all 3 regions into 1 with the filler's added. Which is the reason it needs to be re-done.
thanks for the input im completely redoing south and i havent started on north yet and i might do the ginat crystal but it might look a bit out of place if youve got fe 3 then you can make weapns out yourself its easy just chage some setting in the region def i cant remember it right now, yu shoudl come on irc its a great place to get some questions answered
brought to you by the marcopolo fund, bringing you rebuilt areas for about 4 weeks now btw they're of bowerstone
I'm not sure if it is possible, but what about making some sort of mugging system (i.e. a weaker bandit attacks you based on your renown). I am not sure if it is possible tho. Also, is it possible to put a maximum number of guards attacking you. I have noticed that the tiny town of oakdale has more guards than it does villagers, and they keep coming.
I assume this is possible...: When you fight Thunder (for his soul[if you're evil, like me]), it would be good if, instead of killing them separately, Briar Rose and the Guildmaster ran to Thunders aid and joined in.. or at least Briar Rose, as I understand it may be difficult to spawn the quildmaster and his guards. To make the quest completable, make Briar Rose teleport away when her health gets to a certain level? Anyways, I don't really know if this is possible, or makes sense, but I think it would make the game a little harder... Because, after finishing the game 3 times in less than 8 hours it is obviously too easy. Maybe we could substitute the sword for a toothpick aswell? DamageDealt [1]? Jk.
updated pic
augmented-picaxe : fable harsh will probably make the game harder as well as making it more enjoyable
An increase in difficulty level was one of the primary thoughts when the idea of Fable:Harsh was conceived. Quote: 3)Increase the overall Difficulty (remove objects from barrels, remove easily obtainable legendary weapons, etc etc
Satan wrote on Tue, 09 May 2006 01:46 An increase in difficulty level was one of the primary thoughts when the idea of Fable:Harsh was conceived. Quote: 3)Increase the overall Difficulty (remove objects from barrels, remove easily obtainable legendary weapons, etc etc This I know Satan, I was simply making some suggestions that may, in my opinion, dramatically improve gameplay. Thank you for acknowledging my message.
Augmented-Pickaxe wrote on Thu, 20 April 2006 19:33 I assume this is possible...: When you fight Thunder (for his soul[if you're evil, like me]), it would be good if, instead of killing them separately, Briar Rose and the Guildmaster ran to Thunders aid and joined in.. or at least Briar Rose, as I understand it may be difficult to spawn the quildmaster and his guards. To make the quest completable, make Briar Rose teleport away when her health gets to a certain level? Anyways, I don't really know if this is possible, or makes sense, but I think it would make the game a little harder... Because, after finishing the game 3 times in less than 8 hours it is obviously too easy. Maybe we could substitute the sword for a toothpick aswell? DamageDealt [1]? Jk. You can dramatically increase the damage on the thunder_sword_V2 as well as give him a summoning ability. I'm not sure if you can modify his lightning damage though. I think Satan was going to give him the BlueTooth Arquebus as a ranged weapon to use though.
Ah... The Arquebus would fit in, I guess.
well considering the explanation it has it definately fits in something about thunder and gunpowder
hey blue you mentioned that you were making the uber shop keeper you should tell me what building you want him to be in then i can add it to the new bs also wait a bit i've got a new sword that im working on(actually it's finished just have to figure out how to use 3ds to screw around with the model )
Hi everyone! I am excited to join the site and have fresh ideas and questions! First off, you should make the difficulty level extremely high but apply high damage weapons for this project. The sword in the stone should be better since you have to get full strength to get it. Peace out....
Here's a quickie........when do you expect this project to be fully ready?
id say not in the near future but that's just my opinion also you should just edit your last post if you think of something else to say
ok dude, also i can wait, fable harsh is gonna be sweet.
yeah but dont expect it too soon
I am currently creating a weapon I call it, Archon's Fist. It's kinda like the willows pickhammer except better.
cool but you should put that in the mod's youre working on thread
sorry ill be more carefull. I thought we could use it in fable harsh when im done. Aha! i gots an idea..... when you kill an NPC they should drop their weapon....
and maybe some weapons break after extended use the better it is the longer it takes. Well using that idea just now u can kill someone and steal their weapon
The whole "pick up an enemy weapon" idea always sounds great, but there is one fatal flaw... Most enemy weapons have large damage or auguments. What i would love to see is actual world based armour, such as some legendary plate armour that is Nostros armour.
Thats impossible we arent able to edit armor so it is wearable(i know wearable is not a word) but since things drop augs and gems why isnt it possible to make them drop a weapon? Also I can be the first to say weapons breaking sounds great but WON'T WORK EVER. I'm a newb and I can say you need to observe before you post! Don't take any offense, I said I'm a noob.
thank god for that, it really pissed me off i oblivion whn y sword broke in the middle of a battle also wearable is a word
mellr0 wrote on Sat, 13 May 2006 07:48 Most enemy weapons have large damage or auguments. well let them have a taste of their own medicine!
i mean, you'd have to make buyable weapons really special, because you'd end up with hundreds of the same weapon. Would we not be able to make copies of the different sections of armour like we can with weapons, making new defs and stuff?
im pretty sure we can i dont see why not
Weapon Damages for NPC weapons are really low for the most part. With the exception of unique npc weapons. (Ie Thunder/Brior) They need to be increased all around. Then add stockdef's to the ones that don't have it with reasonable gold amounts defined. Then you cna add them to the reward defs with a high chance to be dropped. Most clothing needs to be ripped from the models their on. Problem is there's currently no way to import model's with skeletons. Only static models are supported.
I think we're all wondering the same thing here: How is the progress on Fable: Harsh moving along? At a halt? Or is it still being worked on in your guys treacherous secretry?
Drifter wrote on Mon, 15 May 2006 23:50 I think we're all wondering the same thing here: How is the progress on Fable: Harsh moving along? At a halt? Or is it still being worked on in your guys treacherous secretry? Meh. It's very unlikely I'll work on it any time soon. It was more of a community project anyway. But without an active community it was doomed to failure from the start. *I* know what needs to be done. It's just a matter of doing it.
Well... If you guys need any help, I'll gladly help (as long as it is to the extent of my abilities).
i dont think you really have to ask if you are allowed to help out, you just have to find out what isn't done yet and then do it and post it for blue and satan to check out please correct me if im wrong
Marcopolo wrote on Wed, 17 May 2006 01:00 i dont think you really have to ask if you are allowed to help out, you just have to find out what isn't done yet and then do it and post it for blue and satan to check out please correct me if im wrong That would be the defination of a community project.
What hasn't been done yet? (private message me, or reply here, either way)
Yes there are things being done on this project. I am working on several additions as I have been for a while. Marcopolo is still working on this as well I believe but most of us are up to our cha-chas in real life busy work so releases will come slow and infrequently.
If I affended you I am sorry....I know how people are lazy and demanding here(I won't say names)......If you wanted me to help I would probally do a crappy job because I would be getting help from every one
No offence taken. The post was really more directed to the people that keep spamming the crap outta this thread.
Well good luck
Done: Set Jack of Blades Mask to be Removable, Change From Happy<->Sad based on alignment, Adjusted Hero Log Text new Legendary Weapon. BlueTooth Arquebus Remove Ability to Spend General Experiance Modified MiniMap Ring To account for removed Minimaps Removed Minimaps from WLD Weapons allowed in Bowerstone Scrubbed the level scripts of all quests Reduce the amount of Regions from 141 to 41 Adjusted Armour Ratings, naked = Quick Death (Gotta work for that boast now) Disabled Guild Seal without breaking gameflow Adjusted Skill Stat Balance, still need to find sneaking chances... True Legendary Weapons ... ... ... ... ... ...And anything else the community wants to donate. To Do: Lots of things on a code level in order to fix the wld. Lots of scripting ... ... ... ... ...And anything else the community thinks up
You know, I'm sort've curious... Quote: naked = Quick Death (Gotta work for that boast now) If you removed getting quests from the guild, so they activate on their location... How will you go about doing boasts?
BlueTooth wrote on Sat, 17 June 2006 13:20 Done: [*]Set Jack of Blades Mask to be Removable, change from happy <-->sad based on alignment confused on this point... do you get it at the end of the game as per usual or not? and does that mean that the mask itself has no effect on your appearance to others?
Fable:Harsh dosen't have the core quests. The actual masks look changes from happy to sad based on your allignment... Take a look... http://fable.pe-ell.net/gallery/randomtlc/3_4_2006_1_40_20_A M http://fable.pe-ell.net/gallery/randomtlc/3_4_2006_1_44_31_A M
The mask thing looks interesting, but with the evil mask will you be making the horns cut though it properly cos I saw the image and it kinda looks weird how only half of the horn "residue" shows through I know its more realistic but it still looks weird.
There are three masks. So is it Evil, Neutral, and Good?
Turbo wrote on Sun, 18 June 2006 23:20 There are three masks. So is it Evil, Neutral, and Good? Correct. As for Boasts. I have no idea. I'd love to make the boast menu pop up as you take the quest. Think of it as bragging rights 'After' you beat the quest. Not before. But that's going to require crackign the exe at some point.
BlueTooth wrote on Sun, 18 June 2006 21:50 But that's going to require crackign the exe at some point. That's some hardcore shizznit!
The Legendary Weapon of Modders Bluetoothwill never falter before such a challenge sorry couldnt resist
munkey11992 wrote on Wed, 21 June 2006 16:40 wow that was gay o yea can anyone post some fable the lost chapters mods on xbox action replay i would make em myself but my comp is a piece of shit and if you do can u put scythes armour weapons all that great shit Most of these mods do work for exbox, you just need a modded xbox. We dont do saves if you read the rules (which i doubt) so no action replay. And I'm not sure if Bluetooth's working on Scythe's armour. But you can spawn Scythes scythe in a tng or a chest.
HOW DO WE INSTALL THIS
fable24man wrote on Sun, 09 July 2006 13:58 HOW DO WE INSTALL THIS You don't. It hasn't been posted. I generally posted fmp's that will eventually be used. But the majority of it is still being worked on.
ok well it looks sweet sorry for that
you'd better be! jk
lol
Done: Set Jack of Blades Mask to be Removable, Change From Happy<->Sad based on alignment, Adjusted Hero Log Text new Legendary Weapon. BlueTooth Arquebus Remove Ability to Spend General Experiance Modified MiniMap Ring To account for removed Minimaps Removed Minimaps from WLD Weapons allowed in Bowerstone Scrubbed the level scripts of all quests Reduce the amount of Regions from 141 to 41 Adjusted Armour Ratings, naked = Quick Death (Gotta work for that boast now) Edit: Added Augmentation Weaknesses Disabled Guild Seal without breaking gameflow Adjusted Skill Stat Balance, still need to find sneaking chances... True Legendary Weapons Scar Tweak, Bruise Implementation Removed Ressurection Vials from Random Loot ... ... ... ...And anything else the community wants to donate. To Do: Normalize Weapon damage for PC and NPC's Sprinkle augmented weapons among NPCs Remove the Health and Mana Bar Remove Resurrection Vials from Shopkeepers (They need to be legendary....) Lots of things on a code level in order to fix the wld. Lots of scripting ... ... ... ... ...And anything else the community thinks up Updated
huge amounts of tng editing
Here's an idear: legendary augmentations that are rediculous to find. With their own unique names and descriptions.
maybe i already made an uuber mana one and kesh did a multi tool one that did multiple things
With Blue working on removal of the health bar I was thinking it would be cool to do the same w/ mana using the will effects, but I have not yet figured out how to do this
xeperdamien wrote on Mon, 31 July 2006 15:29 With Blue working on removal of the health bar I was thinking it would be cool to do the same w/ mana using the will effects, but I have not yet figured out how to do this currently it only uses 2 effects. A will minimum and a will maximum. You'd need to add in more will stat effects. Eventually I'll work on actually glowing tattoos.
Ditched the bowerstone slum .lev and .tng combined several areas into a new Bowerstone Region. This includes the Jail, Posh, Warehouses, and plenty of room for a new slums. All the fillers are attached. In-Game (Jail and Warehouse, accidently scrubbed the posh tng...)
So your going to get rid of the health bar and make it to where you can visually see you health, which is cool. But how are you going to make it to where you can visually see your mana? Make the tattoos glow less and less as you run out or what? just curious
Maniac2099 wrote on Thu, 11 January 2007 02:15 So your going to get rid of the health bar and make it to where you can visually see you health, which is cool. But how are you going to make it to where you can visually see your mana? Make the tattoos glow less and less as you run out or what? just curious More or less. Always open to suggestions of course.
i just realized that the last post before mine was like 5 months ago
hii, this is my first post here, just register too i got some fresh idea's kickable humans that dont fly away but get hurt a new weapon that causes the damage taker also get scars, a whip or a big blunt object a ninja suit, similar to the asasin suit but also with a fiting helm and probably a cooler look a ninja katana and if its possible some star wars clothes + sabers =p the ability to put items in your house and, that npc can break into your house and steal stuff from your house, and that you get a warning that someone has broke into your house and if this does not exist already, when you are fat, you move slower when you're drunk you see things other then it is like when you see hobbe , when you drunk you see a fish or something and the ability to pet monsters.. some idea's that came up in my mind =p
first of all, you should have posted this in a new thread. because it has nothing to do with this mod. second thing is, that some of your suggestions are senseless. like the ability to put things in your house. why should you do this? third thing is, you should learn how to mod and do it yourself
Evil-Ninja wrote on Sat, 20 January 2007 11:03 1-kickable humans that dont fly away but get hurt a new weapon that causes the damage taker also get scars, a whip or a big blunt object 2-a ninja suit, similar to the asasin suit but also with a fiting helm and probably a cooler look 3-a ninja katana 4-and if its possible some star wars clothes + sabers =p 5-the ability to put items in your house 6-and, that npc can break into your house and steal stuff from your house, and that you get a warning that someone has broke into your house 7-and if this does not exist already, when you are fat, you move slower 8-when you're drunk you see things other then it is like when you see hobbe , when you drunk you see a fish or something 9-and the ability to pet monsters.. some idea's that came up in my mind =p 1-Ridiculous. 2-Pointless. 3-There are several... 4-It's been requested and denied before. 5-I would think that a way of doing that is making the container somewhat like the trophy holders. I thought it was a good idea.... 6-Stupid... 7-No, I don't think that is at all possible. 8-That would be lame. 9-Stupid...
i think the "pet monsters" idea is nice but you can summon monsters, so you dont need it...
We are open to sensible suggestions. This does not mean that they will be implemented.
Ok, how close to being finished is this mod? Are there any bugs?
This is a very long process, you will just have to wait like everyone else.
dont use allcaps there is probably going to be one in ov and probably still one in dw if i'm not mistaken
I know this is'nt very specific but you should definatly make sure the mods arnt gay and cheap like some mods..(every weapon pwns and same with spells making the game boring and easy)
..... one of the main points of this mod is that it makes the game significantly harder, spell and weapon damages will be reduces
Satan wrote on Sun, 11 March 2007 04:30 This is a very long process, you will just have to wait like everyone else. I asked how long the mod would be, and if there are any bugs in the current version.
there isnt much of a current version were all kinda working on chunks then will eventually merge them into one mod