Fable: The Lost Chapters Mod Scene - RDF feed
type: channel
description: Fast Uncompromising Discussions. FUDforum will get your users talking.
items: New Balverine Transform Mod
items: Re: New Balverine Transform Mod - Testers Needed!
items: Re: New Balverine Transform Mod

New Balverine Transform Mod
type: item
description: [UPDATE] Although Marco told us not to edit this mod, I did. In Marco's version, you wouldn't get your weapons back when you transform back into the hero. I changed that, so you will get them back when you transform back. This is a replacement for Marcopolo's Balverine transform mod. To be clear about this: I just transferred his work to a new fmp, nothing more. Hence all credits go to Marcopolo for this, I just made it easier to apply. No more screwing around with the cutscene editor (sorry Baystone ), just load the fmp... Please give feedback if you try this mod, if we have confirmation that it works properly this will be moved to finished mods section. So tell us if it works or doesn't. We're done here. HOW TO: I suggest making backups of your game.bin, script.bin and FinalAlbion.wad (c:\Program Files\Microsof tGames\Fable the Lost Chapters\data\) How To if you HAVE NOT used the FreeRoam App: 1. Start Fable Explorer 2. Click 'File' and 'Load FMP' 3. Select the Brown_Balverine_Transform.fmp (or White... of course) 4. Wait about a minute for FE to load the mod 5. Click 'Actions' and 'Save Mods and run Fable' 6. Wait for Fable to start How To if you HAVE used the FreeRoam App: 1. Drop the GuildExterior.tng in the Data\Levels\FinalAlbion\ folder 2. Start Fable Explorer 3. Click 'File' and 'Load FMP' 4. Select the Brown_Balverine_Transform.fmp (or White... of course) 5. Wait about a minute for FE to load the mod 6. Click 'Actions' and 'Save Mods and run Fable' 7. Wait for Fable to start To transform: Go outside the guild, hit (with your fists or sword) the left sign to transform, and don't 'esc' out of the cutscene. To transform back: Hit the right sign and this time 'esc' out of the cutscene.
creator: OldBoy
date: 2009-02-28T16:21:10-00:00

Re: New Balverine Transform Mod - Testers Needed!
type: item
description: Aha! Taking advantage of the Shadownet build I see ^_^ Good idea.
creator: morerunes
date: 2009-02-28T17:07:05-00:00

Re: New Balverine Transform Mod - Testers Needed!
type: item
description: Excellent! I may give this a shot
creator: Noctus
date: 2009-02-28T17:26:04-00:00

Re: New Balverine Transform Mod - Testers Needed!
type: item
description: OldBoy wrote on Sat, 28 February 2009 10:21 No more screwing around with the cutscene editor (sorry Baystone ), just load the fmp... I'm sure Bay won't mind, progress is progress after all. Minor note: This fmp will work with any public build of FE, and should work with CBox as well.
creator: JohnDoe
date: 2009-02-28T19:53:10-00:00

Re: New Balverine Transform Mod - Testers Needed!
type: item
description: 2 decent releases in one day. Go OldBoy!
creator: Noctus
date: 2009-02-28T20:23:58-00:00

Re: New Balverine Transform Mod - Testers Needed!
type: item
description: Whenever I switched BACK to a human, it made a gigantic knife spawn on my neck. And it's there for all games..
creator: AlexTheCake
date: 2009-02-28T21:34:04-00:00

Re: New Balverine Transform Mod - Testers Needed!
type: item
description: morerunes wrote on Sat, 28 February 2009 18:07 Aha! Taking advantage of the Shadownet build I see ^_^ Good idea. Thanks to you, since you kept a copy of shadownet... JohnDoe wrote on Sat, 28 February 2009 20:53 OldBoy wrote on Sat, 28 February 2009 10:21 No more screwing around with the cutscene editor (sorry Baystone ), just load the fmp... I'm sure Bay won't mind, progress is progress after all. Minor note: This fmp will work with any public build of FE, and should work with CBox as well. Yep, and sorry to steal your idea DarkenedSoul wrote on Sat, 28 February 2009 21:23 2 decent releases in one day. Go OldBoy! Remember; it's not really my mod eh? just transferred it to an fmp, which Marco couldn't some time back. But thanks anyway AlexTheCake wrote on Sat, 28 February 2009 22:34 Whenever I switched BACK to a human, it made a gigantic knife spawn on my neck. And it's there for all games.. Havn't seen that yet... Which version did you use?
creator: OldBoy
date: 2009-02-28T23:30:12-00:00

Re: New Balverine Transform Mod - Testers Needed!
type: item
description: The cutscene doesn't start for me. It just says cuscene *do not skip* and nothing happens. I used the brown balverine.
creator: Noctus
date: 2009-03-01T02:08:41-00:00

Re: New Balverine Transform Mod - Testers Needed!
type: item
description: DarkenedSoul wrote on Sun, 01 March 2009 03:08 The cutscene doesn't start for me. It just says cuscene *do not skip* and nothing happens. I used the brown balverine. What version of FE do you use? [edit] Nevermind that: you have to hit the sign, not use it...
creator: OldBoy
date: 2009-03-01T08:12:44-00:00

Re: New Balverine Transform Mod - Testers Needed!
type: item
description: Finally got it 2 work, I was hittin the wrong friggin sign. Awesome mod, man! Simple & easy to.
creator: nanerdik
date: 2009-03-01T14:23:15-00:00

Re: New Balverine Transform Mod - Testers Needed!
type: item
description: OldBoy wrote on Sun, 01 March 2009 00:12 DarkenedSoul wrote on Sun, 01 March 2009 03:08 The cutscene doesn't start for me. It just says cuscene *do not skip* and nothing happens. I used the brown balverine. What version of FE do you use? [edit] Nevermind that: you have to hit the sign, not use it... OH! I feel silly ^_^ EDIT: After i've used it once, i can't use it again. Is that ment to happen? If so, thats ok, i just have one save for balverine and one for human. Also, i didn't get my weapons back when i retransformed.
creator: Noctus
date: 2009-03-01T14:46:19-00:00

Re: New Balverine Transform Mod - Testers Needed!
type: item
description: JohnDoe wrote on Sun, 01 March 2009 07:51 DarkenedSoul wrote on Sun, 01 March 2009 08:46 Also, i didn't get my weapons back when i retransformed. Is that with the new one that's up or an older one. OldBoy told me in IRC about this, he also said he fixed it. Oh, he uploaded a new one? Fair enough. I'll open that up and see what happens.
creator: Noctus
date: 2009-03-01T15:54:39-00:00

Re: New Balverine Transform Mod - Testers Needed!
type: item
description: JohnDoe wrote on Sun, 01 March 2009 16:51 DarkenedSoul wrote on Sun, 01 March 2009 08:46 Also, i didn't get my weapons back when i retransformed. Is that with the new one that's up or an older one. OldBoy told me in IRC about this, he also said he fixed it. The old one. Also, it does work more often, but you have to exit the area, and come back to do so...
creator: OldBoy
date: 2009-03-01T15:56:07-00:00

Re: New Balverine Transform Mod - Testers Needed!
type: item
description: OldBoy wrote on Sun, 01 March 2009 07:56 JohnDoe wrote on Sun, 01 March 2009 16:51 DarkenedSoul wrote on Sun, 01 March 2009 08:46 Also, i didn't get my weapons back when i retransformed. Is that with the new one that's up or an older one. OldBoy told me in IRC about this, he also said he fixed it. The old one. Also, it does work more often, but you have to exit the area, and come back to do so... Thanks for the help. It works excellently.
creator: Noctus
date: 2009-03-01T16:19:58-00:00

Re: New Balverine Transform Mod
type: item
description: Nice, mine works fine i've wanted to download the other balv. mod but i didn't have the cutsceen so this is perfect keep up the good work! actually there is one thing, the spells get reset when you go back to human for me that's all I see.
creator: oryp
date: 2009-03-01T19:49:52-00:00

Re: New Balverine Transform Mod
type: item
description: oryp wrote on Sun, 01 March 2009 20:49 Nice, mine works fine i've wanted to download the other balv. mod but i didn't have the cutsceen so this is perfect keep up the good work! actually there is one thing, the spells get reset when you go back to human for me that's all I see. I'll see if the spell can be put back when transforming to the hero again.
creator: OldBoy
date: 2009-03-02T12:46:29-00:00

Re: New Balverine Transform Mod
type: item
description: Oh dear, a glitch. For real this time XD When you save the game as a balverine and quit, then load again, there is weapons inbetween you're legs. So you get your weapons back and you look as if you have been impaled.
creator: Noctus
date: 2009-03-02T18:10:52-00:00

Re: New Balverine Transform Mod
type: item
description: JohnDoe wrote on Mon, 02 March 2009 20:03 DarkenedSoul wrote on Mon, 02 March 2009 12:10 Oh dear, a glitch. For real this time XD When you save the game as a balverine and quit, then load again, there is weapons inbetween you're legs. So you get your weapons back and you look as if you have been impaled. Hmm, well the positioning of the weapons is an easy one, the balverine model doesn't have the helpers that hold the weapons.* The fact that the balverine gets the weapons back though, that is troubling. Something about loading the save must assign the original inventories to the player, giving to the balverine the Hero's weapons. This may be why Marcopolo removed all of the weapons in the first place. Don't know. So, it's either remove all of the weapons and when the Hero transforms back he has no weapons, or when loading a save as the balverine you end up with the weapons. It isn't perfect either way, and I don't think there's a workaround for either one. *Edit - Adding these helpers would be a breeze though. It can be done using only a text editor, I have done this myself and it works. This problem was there before I changed the mod. I knew of this glitch already. It has to do with the save, somehow. The best way around it, is only save as the hero - never as the balverine. Of course adding helpers is a possibility, but would look pretty weird: a bavlerine with a quiver and an axe on his back... [edit] But fun to check out though
creator: OldBoy
date: 2009-03-02T19:32:52-00:00

Re: New Balverine Transform Mod
type: item
description: JohnDoe wrote on Mon, 02 March 2009 11:03 DarkenedSoul wrote on Mon, 02 March 2009 12:10 Oh dear, a glitch. For real this time XD When you save the game as a balverine and quit, then load again, there is weapons inbetween you're legs. So you get your weapons back and you look as if you have been impaled. Hmm, well the positioning of the weapons is an easy one, the balverine model doesn't have the helpers that hold the weapons.* The fact that the balverine gets the weapons back though, that is troubling. Something about loading the save must assign the original inventories to the player, giving to the balverine the Hero's weapons. This may be why Marcopolo removed all of the weapons in the first place. Don't know. So, it's either remove all of the weapons and when the Hero transforms back he has no weapons, or when loading a save as the balverine you end up with the weapons. It isn't perfect either way, and I don't think there's a workaround for either one. *Edit - Adding these helpers would be a breeze though. It can be done using only a text editor, I have done this myself and it works. Theres one temporary solution, which is have a trader next to the sign who you can sell the weapons to for nothing, and then buy them back for nothing using the scripted shopkeeper mod. WOuld that work as a temporary solution?
creator: Noctus
date: 2009-03-02T21:09:25-00:00

Re: New Balverine Transform Mod
type: item
description: Nevermind.. I was gone for a while so I didn't reply.. I used the White one and it worked fine.. Maybe my comp just screwed up.. But I love the mode, even if the blade stuck out. XD I played WITH it in. Edit: Good idea Darkened.. But maybe they could work the trader, and this mod together by OldBoy http://fabletlcmod.com/forum/index.php?t=msg&th=1971&amp ;start=0& It contains every clothing,style card, tattoo, in the game.. So maybe they could just buy on will. [Will powers not related. <...<]
creator: AlexTheCake
date: 2009-03-02T21:30:07-00:00

Re: New Balverine Transform Mod
type: item
description: AlexTheCake wrote on Mon, 02 March 2009 13:30 Nevermind.. I was gone for a while so I didn't reply.. I used the White one and it worked fine.. Maybe my comp just screwed up.. But I love the mode, even if the blade stuck out. XD I played WITH it in. Edit: Good idea Darkened.. But maybe they could work the trader, and this mod together by OldBoy http://fabletlcmod.com/forum/index.php?t=msg&th=1971&amp ;amp ;start=0& It contains every clothing,style card, tattoo, in the game.. So maybe they could just buy on will. [Will powers not related. <...<] One problem. OldBoy wrote on Fri, 23 March 2007 09:36 The mod won't work if you have used the FreeRoam App.
creator: Noctus
date: 2009-03-02T21:48:27-00:00

Re: New Balverine Transform Mod
type: item
description: DarkenedSoul wrote on Mon, 02 March 2009 22:09 Theres one temporary solution, which is have a trader next to the sign who you can sell the weapons to for nothing, and then buy them back for nothing using the scripted shopkeeper mod. WOuld that work as a temporary solution? No that wouldn't work. As I stated above, the hero's weapons return no matter what, when you save as a balverine. This was already the case with marco's mod in the beginning. Besides; as JohnDoe says, it's just a minor thing. Another way around it would be to use the nosheaths mod, but that's a pretty radical solution I guess.
creator: OldBoy
date: 2009-03-03T08:19:05-00:00

Re: New Balverine Transform Mod
type: item
description: mine isn't working it just says ERROR:COULD NOT FIND LIBARY
creator: supersazza7
date: 2009-03-07T15:53:50-00:00

Re: New Balverine Transform Mod
type: item
description: supersazza7 wrote on Sat, 07 March 2009 16:53 mine isn't working it just says ERROR:COULD NOT FIND LIBARY What the f is that telling me? What's 'it'? If you expect any help, be clear on what goes wrong...
creator: OldBoy
date: 2009-03-07T16:04:50-00:00

Re: New Balverine Transform Mod
type: item
description: i cant seem to even down load a balverine it keeps poping up the the download window saying" open save cancle" and i keep hitting open but it keeps going to the window i need help
creator: axelwarpig
date: 2009-03-31T08:05:59-00:00

Re: New Balverine Transform Mod
type: item
description: Yea this is so Cool but i got one problem if it is a problem..Umm Im using the White Balverine But When i transform to him its all good besides his Size hes As small as a Normal Balverine But just white any solution?
creator: axxon55
date: 2009-04-18T23:25:31-00:00

Re: New Balverine Transform Mod
type: item
description: Can you give me the minion transformation mod.And How to Transform it, and how to transform back
creator: Crypt Lord
date: 2009-06-02T12:07:38-00:00

Re: New Balverine Transform Mod
type: item
description: OldBoy wrote on Sat, 28 February 2009 08:21 To transform: Go outside the guild, hit (with your fists or sword) the left sign to transform, and don't 'esc' out of the cutscene. To transform back: Hit the right sign and this time 'esc' out of the cutscene. Read,then ask. If you can't find the mod that you're searching with search,it mostly means that has not been done.Then,learn to do that or wait until someone wants for you.I'm currently working on a hero->hobbe conversion,maybe i'll think about minions after that.
creator: Drakath
date: 2009-06-02T12:14:25-00:00

Re: New Balverine Transform Mod
type: item
description: Do i have to install this via FinalAlbion.wad? By ripping FinalAlbion just like it's described in the included readme? Because i don't know what i have to do with the map when i ripped FinalAlbion.wad. Do i have to take the files out the map and put them in the levels map or do i have to keep them in there and keep the map where i ripped it? I have to put the guild file that is included in this mod in that map.
creator: pascaliedema
date: 2009-06-02T15:32:51-00:00

Re: New Balverine Transform Mod
type: item
description: If you don't have used the freeroam app,you only need to load the .fmp with fable explorer,without messing with the maps. If you have used it,you'll simply have to download the .tng,insert it in data/levels/finalalbion(overwriting the one that already existed),then load the .fmp in FE. If these aren't the answers you wanted,i haven't understood,sorry.
creator: Drakath
date: 2009-06-02T15:41:03-00:00

Re: New Balverine Transform Mod
type: item
description: Drakath wrote on Tue, 02 June 2009 08:41 If you don't have used the freeroam app,you only need to load the .fmp with fable explorer,without messing with the maps. You forgot to mention, If you have used FreeRoam, then you drop the supplied TNG in the FinalAlbion folder. JUST loading the FMP won't make it work.
creator: Noctus
date: 2009-06-02T18:14:55-00:00

Re: New Balverine Transform Mod
type: item
description: Read a row below that.
creator: Drakath
date: 2009-06-02T18:17:38-00:00

Re: New Balverine Transform Mod
type: item
description: Oh, I misunderstood. My apologies.
creator: Noctus
date: 2009-06-02T18:57:49-00:00

Re: New Balverine Transform Mod
type: item
description: That's nothing. I just mistaken reading another post.
creator: Drakath
date: 2009-06-02T19:23:28-00:00

Re: New Balverine Transform Mod
type: item
description: When I put that mod in FE it was successful, but how to change it back to normal(without balverine transformation mod). I mean delete that mod from FE.
creator: Crypt Lord
date: 2009-06-03T01:58:34-00:00

Re: New Balverine Transform Mod
type: item
description: Crypt Lord wrote on Tue, 02 June 2009 18:58 When I put that mod in FE it was successful, but how to change it back to normal(without balverine transformation mod). I mean delete that mod from FE. Replace the gamefiles with your backups. Didn't make any? Then just delete the 2 signs from outside the guild in Albion Explorer or CBox. Then the mod will be useless. CHange back from a Balverine first.
creator: Noctus
date: 2009-06-03T11:56:55-00:00

Re: New Balverine Transform Mod
type: item
description: Drakath wrote on Tue, 02 June 2009 08:41 If you don't have used the freeroam app,you only need to load the .fmp with fable explorer,without messing with the maps. If you have used it,you'll simply have to download the .tng,insert it in data/levels/finalalbion(overwriting the one that already existed),then load the .fmp in FE. If these aren't the answers you wanted,i haven't understood,sorry. Oke thanks
creator: pascaliedema
date: 2009-06-06T08:42:17-00:00

Re: New Balverine Transform Mod
type: item
description: DarkenedSoul wrote on Tue, 02 June 2009 11:14 Drakath wrote on Tue, 02 June 2009 08:41 If you don't have used the freeroam app,you only need to load the .fmp with fable explorer,without messing with the maps. You forgot to mention, If you have used FreeRoam, then you drop the supplied TNG in the FinalAlbion folder. JUST loading the FMP won't make it work. But wat if i have another GuildExterior.tng from another mod and i load it into FinalAlbion does the mod don't work anymore?
creator: pascaliedema
date: 2009-06-06T08:45:17-00:00

Re: New Balverine Transform Mod
type: item
description: pascaliedema wrote on Sat, 06 June 2009 01:45 DarkenedSoul wrote on Tue, 02 June 2009 11:14 Drakath wrote on Tue, 02 June 2009 08:41 If you don't have used the freeroam app,you only need to load the .fmp with fable explorer,without messing with the maps. You forgot to mention, If you have used FreeRoam, then you drop the supplied TNG in the FinalAlbion folder. JUST loading the FMP won't make it work. But wat if i have another GuildExterior.tng from another mod and i load it into FinalAlbion does the mod don't work anymore? Yup. It won't work. Unless you copy the scripts for the signs in yourself from one TNG to the other TNG.
creator: Noctus
date: 2009-06-06T13:33:03-00:00

Re: New Balverine Transform Mod
type: item
description: I wanna ask how to make a transformation mods.'coz I wanna make one.is there any video about it?
creator: Crypt Lord
date: 2009-06-10T06:49:00-00:00

Re: New Balverine Transform Mod
type: item
description: Crypt Lord wrote on Wed, 10 June 2009 08:49 I wanna ask how to make a transformation mods.'coz I wanna make one.is there any video about it? Doing a proper transform mod is advanced modding. I suggest starting with something else.
creator: OldBoy
date: 2009-06-11T00:44:00-00:00

Re: New Balverine Transform Mod
type: item
description: I have a question.. Well umm i do see the tranformation.. Its just it keeps playing over and over again..? what does that mean?
creator: Sayon Of Spirits
date: 2009-06-14T19:47:46-00:00

Re: New Balverine Transform Mod
type: item
description: Sayon Of Spirits wrote on Sun, 14 June 2009 12:47 I have a question.. Well umm i do see the tranformation.. Its just it keeps playing over and over again..? what does that mean? Please be specific. When transforming into or changing back?
creator: Noctus
date: 2009-06-14T21:35:26-00:00

Re: New Balverine Transform Mod
type: item
description: Transforming
creator: Sayon Of Spirits
date: 2009-06-15T05:52:52-00:00

Re: New Balverine Transform Mod
type: item
description: Well, the cutscene shows up for me twice and then works. Try skipping the scene after the first time, maybe it will work.
creator: Noctus
date: 2009-06-15T14:45:21-00:00

Re: New Balverine Transform Mod
type: item
description: What do you do with the Balverine attachments to make the mod work?
creator: Shadow15
date: 2009-07-01T20:14:47-00:00

Re: New Balverine Transform Mod
type: item
description: .fmp: You load these in Fable Explorer. .tng: You put this in your FinalAlbion folder after using FreeRoam. Not done? Search for it.
creator: Noctus
date: 2009-07-01T21:09:28-00:00

Re: New Balverine Transform Mod
type: item
description: ok i love this mod with a passion i actually did it and well its all wrong though, so let me explain i did everything the readme file said i did everything correctly it took me seven hours believe it or not so the cspatch went well the scripting thingy too even though i have no idea what to do with that. when i finished that i opened FE and loaded the mod now when i start playing i get out of the guild and guess what no sign i was pissed i kept playing i go to dark wood lake whatever where there is a item stuck in a rock i shoot the arrow and guess what im a friggin balverine i don't know how the hell this happened but now i love that i can walk past an enemy but i hate that i cant go to a town with out getting jumped. where or how do i turn back into a human. Please help this modding noob he has no hope and depends on you.
creator: tian21
date: 2009-10-11T02:49:54-00:00

Re: New Balverine Transform Mod
type: item
description: tian21 wrote on Sat, 10 October 2009 19:49 where or how do i turn back into a human. You hit the other sign opposite the one that changed you into a balverine.
creator: Noctus
date: 2009-10-11T13:36:35-00:00

Re: New Balverine Transform Mod
type: item
description: omg thanks but to be honest theres nothing there just that big rick and thats it lol i mean did i do anything wrong ?
creator: tian21
date: 2009-10-11T19:47:25-00:00

Re: New Balverine Transform Mod
type: item
description: tian21 wrote on Sat, 10 October 2009 19:49 ok i love this mod with a passion i actually did it and well its all wrong though, so let me explain i did everything the readme file said i did everything correctly it took me seven hours believe it or not so the cspatch went well the scripting thingy too even though i have no idea what to do with that. when i finished that i opened FE and loaded the mod now when i start playing i get out of the guild and guess what no sign i was pissed i kept playing i go to dark wood lake whatever where there is a item stuck in a rock i shoot the arrow and guess what im a friggin balverine i don't know how the hell this happened but now i love that i can walk past an enemy but i hate that i cant go to a town with out getting jumped. where or how do i turn back into a human. Please help this modding noob he has no hope and depends on you. JohnDoe wrote on Mon, 05 October 2009 16:27 There's a faction change in the transformation, the player becomes a new creature with its own set of everything. The edit you want is easy though, change the CEnemyDef used in the transformed Hero CREATURE entry to that of the original CEnemyDef listed in the Hero's CREATURE entry. There you go, buddy. Don't copy my posts word for word, it upsets me.
creator: ZombyAlex
date: 2009-10-11T20:53:10-00:00

Re: New Balverine Transform Mod
type: item
description: Okay, when i go to change to a balverine, I /used/ to play the cutscene twice then be good to go. Now, after beating the game, I keep replaying the cutscene. Idk if me beating the game has anything to do with it, but thats all I can think of. Any help?
creator: Logik
date: 2009-10-12T02:42:03-00:00

Re: New Balverine Transform Mod
type: item
description: To turn back, or to turn into one?
creator: ZombyAlex
date: 2009-10-13T01:26:24-00:00

Re: New Balverine Transform Mod
type: item
description: turn back like there is no sign or nothing i turned into a balverine by complete accident i got surprised and now i dont know how to turn back and also i know this has nothing to do it with my problem but is there any way to increase my exp on FE ? i hope i don't get penalized.....sorry
creator: tian21
date: 2009-10-13T02:27:18-00:00

Re: New Balverine Transform Mod
type: item
description: Like I said, When I change into one. Hope you can help ;D
creator: Logik
date: 2009-10-13T21:22:13-00:00

Re: New Balverine Transform Mod
type: item
description: Tried to open with Fable Explorer 4.1 Beta and dont know if it's the verson of FE that makes it say: ERROR Loading FMP Object Reference not set to and instance of an object please help i don't know what is wrong...It doesn't work with any FMPs
creator: liamiscool
date: 2010-01-29T18:06:09-00:00

Re: New Balverine Transform Mod
type: item
description: Heh. I like it, but I did run into 3 problems. 1: My health bar extended past the screen. Might be my own fault, as it was halfway there anyway. 2: When I changed back to Human form, my hair was black, unkempt, and my beard was gone... As were my tattoos. 3: I came back 18, until I hit somebody. 62+ to 18?? O.o The second problem is fixed quite easy: Barber, Tattooist, Bandit. The third problem also reversed my muscle structure. I looked like an 18 yearold wimp, instead of my 62+ year old giant. It was fixed by hitting said bandit, though. The first problem... Any ideas on whats with the extended bar?
creator: Elion Demur
date: 2010-02-07T23:11:25-00:00

Re: New Balverine Transform Mod
type: item
description: Well, figured out my problem, and this mod is great. WARNING: If you're wearing Jack of Blades' Mask, then you can not transform, the scene will just constantly replay If that has not already been said.
creator: Logik
date: 2010-03-18T09:52:08-00:00

Re: New Balverine Transform Mod
type: item
description: major problem! i have no signs outside the guild! when 1 enter darkwood and hit the stone with the silver key in it, i change and my game craches after the cutsceane!
creator: jefthereaper
date: 2010-03-21T11:00:58-00:00

Re: New Balverine Transform Mod
type: item
description: Then you probably didn't use freeroam properly. Make sure you delete FinalAlbion.wad after you use freeroam
creator: morerunes
date: 2010-03-22T00:48:47-00:00

Re: New Balverine Transform Mod
type: item
description: hey i downloaded this and works fine but by ACCIDENT, i used the infernal wrath beside the sign. what happened then is when i want to transphorm into a balverine, i get to watch the cutseen 5 time before geting controls back other ting is that i bought a attack spell when i was balverine form, and when i used it, i could jump... tell me if it is supposed to do that oh and also... i loose all my spells when i transphorm help plz
creator: tedytadi
date: 2010-05-25T00:19:39-00:00

Re: New Balverine Transform Mod
type: item
description: I don't see the signs,and I did everything from the tutorial.
creator: kipjeboy
date: 2011-01-09T15:08:05-00:00

Re: New Balverine Transform Mod
type: item
description: My won't work when i hit wood note table it's in down right corner sad ES-skip custence.. i didn't klick it but heo is just standing then dessepair then black sreen for sec and back to normal (i'm not balvarine just a hero...) Anyone can help?
creator: Ven0m-Death
date: 2011-01-29T21:45:51-00:00

Re: New Balverine Transform Mod
type: item
description: I was curious about two things here- 1) Is there any way to make this mod work in a sort of spell-fashion? 2) When I transform back to my Hero, all my spells are erased, is this normal?
creator: chriskw
date: 2011-01-31T20:21:04-00:00

Re: New Balverine Transform Mod
type: item
description: chriskw wrote on Mon, 31 January 2011 21:21 I was curious about two things here- 1) Is there any way to make this mod work in a sort of spell-fashion? 2) When I transform back to my Hero, all my spells are erased, is this normal? 1) No, unfortunately not. 2) Yeah, it sucks. My guess is this could probably be fixed somehow, though I never got around to check it out.
creator: OldBoy
date: 2011-01-31T20:43:38-00:00

Re: New Balverine Transform Mod
type: item
description: Ahh I see. Thanks for the help OldBoy.
creator: chriskw
date: 2011-02-01T14:43:32-00:00

Re: New Balverine Transform Mod
type: item
description: OldBoy wrote on Mon, 31 January 2011 14:43 2) Yeah, it sucks. My guess is this could probably be fixed somehow, though I never got around to check it out. I had discussed this with Marcopolo a long time ago, he told me that it was just the way he wanted. Thinking back on it, I'm not so sure my advice would have worked. The idea was to copy/paste the inventory types from the Hero's CCreatureDef to that of the balverine Hero's, but I don't think that's the issue. I think it's the act of changing one creature into another via cutscene. And since that's the mod, not much you can do about it.
creator: JohnDoe
date: 2011-02-02T04:42:46-00:00

Re: New Balverine Transform Mod
type: item
description: Well maybe, but the mod also takes away the hero's weapons, and I managed to give them back when you turn into the hero again. Same might be possible with the magic. Not sure though.
creator: OldBoy
date: 2011-02-02T14:57:36-00:00

Re: New Balverine Transform Mod
type: item
description: OldBoy wrote on Wed, 02 February 2011 09:57 Well maybe, but the mod also takes away the hero's weapons, and I managed to give them back when you turn into the hero again. Same might be possible with the magic. Not sure though. When I used the original version(I couldn't get the signposts running so I transformed with that holey stone in darkwood), I kept my weapons, but to use them would slow my attacks down, and if I had them sheathed, they'd show up sticking down with the hilts at my balverine hero's crotch. o_o
creator: asmcint
date: 2011-02-03T00:57:53-00:00

Re: New Balverine Transform Mod
type: item
description: Model error. Well, not really an error. The balverine mesh isn't equipped with the helpers that handle weapons like the Hero.
creator: JohnDoe
date: 2011-02-03T09:55:33-00:00

Re: New Balverine Transform Mod
type: item
description: Hence the mod takes away the weapons when you transform, no tinkering with the hero's crotch anymore...
creator: OldBoy
date: 2011-02-03T16:08:49-00:00

Re: New Balverine Transform Mod
type: item
description: Hey all, I'm loading the FMP in Fable Explorer and all, but only the signs show up. I hit the Left sign and nothing happens. What so ever. I haven't used the Freeroam App, but I AM using the free roam FMP.(To wander about freely, no barriers). I'm currently using Fable Explorer. I've gotten it to work once before, but I had un-installed, then re-installed TLC. Before which it worked just fine. Now, nothing. I also made my weapons Hidden when sheathed. Incase that could have anything to do with it? Any help would be great. EDIT: Now, when I start a new game and apply the FMP, the signs arn't even there. :-\
creator: Matticus
date: 2011-04-29T00:07:13-00:00

Re: New Balverine Transform Mod
type: item
description: did you read the sign first? i think that is what went wrong
creator: tyscifi
date: 2011-04-29T00:22:58-00:00

Re: New Balverine Transform Mod
type: item
description: tyscifi wrote on Thu, 28 April 2011 17:22 did you read the sign first? i think that is what went wrong Yep. Still nothing. I've updated my previous post with another clue that might hint at what's wrong with this.
creator: Matticus
date: 2011-04-29T00:35:32-00:00

Re: New Balverine Transform Mod
type: item
description: Okay, nevermind me. I was loading the wrong FMP... lol
creator: Matticus
date: 2011-04-29T00:48:11-00:00

Re: New Balverine Transform Mod
type: item
description: It's normally something that silly, no worries. Glad it's working.
creator: Noctus
date: 2011-04-29T00:49:35-00:00

Re: New Balverine Transform Mod
type: item
description: Good that you figured it out, but next time, don't double post. There's an edit button for a reason, it's not there for you to ignore, or ogle as if it's a cute little puppy, or anything like that. Make use of it.
creator: asmcint
date: 2011-04-29T00:49:48-00:00

Re: New Balverine Transform Mod
type: item
description: ZombyAlex wrote on Sun, 11 October 2009 13:53 tian21 wrote on Sat, 10 October 2009 19:49 ok i love this mod with a passion i actually did it and well its all wrong though, so let me explain i did everything the readme file said i did everything correctly it took me seven hours believe it or not so the cspatch went well the scripting thingy too even though i have no idea what to do with that. when i finished that i opened FE and loaded the mod now when i start playing i get out of the guild and guess what no sign i was pissed i kept playing i go to dark wood lake whatever where there is a item stuck in a rock i shoot the arrow and guess what im a friggin balverine i don't know how the hell this happened but now i love that i can walk past an enemy but i hate that i cant go to a town with out getting jumped. where or how do i turn back into a human. Please help this modding noob he has no hope and depends on you. JohnDoe wrote on Mon, 05 October 2009 16:27 There's a faction change in the transformation, the player becomes a new creature with its own set of everything. The edit you want is easy though, change the CEnemyDef used in the transformed Hero CREATURE entry to that of the original CEnemyDef listed in the Hero's CREATURE entry. There you go, buddy. Don't copy my posts word for word, it upsets me. Mate, could you step by step those instructions for me? I don't quite understand what you mean, there. Also, how'd I go about making the Balvarine invulnerable??
creator: Matticus
date: 2011-05-04T06:13:28-00:00

Re: New Balverine Transform Mod
type: item
description: -.- Matticus, those instructions were from 2009, I really doubt Johndoe would update them after that long, though I could easily be wrong on that. Also, you have a thread already for the invulnerability, if someone has the knowledge, don't you think they'd already have posted it there?
creator: asmcint
date: 2011-05-04T14:20:03-00:00

Re: New Balverine Transform Mod
type: item
description: asmcint wrote on Wed, 04 May 2011 07:20 -.- Matticus, those instructions were from 2009, I really doubt Johndoe would update them after that long, though I could easily be wrong on that. Also, you have a thread already for the invulnerability, if someone has the knowledge, don't you think they'd already have posted it there? You my friend... have made a very good point.
creator: Matticus
date: 2011-05-04T17:06:06-00:00

Re: New Balverine Transform Mod
type: item
description: Ok, do I load the Guildexterior.tng into fable explorer? If I do try it crashes on me, I'm new to this so a little help would be much appreciated, thanks.
creator: pike9416
date: 2011-06-14T02:50:00-00:00

Re: New Balverine Transform Mod
type: item
description: ok,i know there have been many necroposts on this topic, but if you have a question/comment about a mod, make a new topic in general mod discussion, with a link to the mod or you will be ignored. but i am not mean, why not try using the free roam app and put the fmp in the folder, make sure you rename your wad and if there is an fmp load that first.
creator: tyscifi
date: 2011-06-14T03:33:25-00:00

Re: New Balverine Transform Mod
type: item
description: this mod was the first i put in and it never worked i would hit the left sign and he will turn then the screen turns black and it repeats the cutscene but in wolf form and multiplys over and over nonstop note again i will say it it was the first one i put on the game if thiers a way to fix that please tell me
creator: reploidfoxx
date: 2011-06-15T08:25:34-00:00

Re: New Balverine Transform Mod
type: item
description: holy crap dude, talk about a mod... you must've dedicated alot of time figuring out how to do all of this!!! the work is very appreciated. by the way, what happens if get both white balverine and brown balverine mods? i'm curious to find out but afraid i'll break my game.
creator: bluedoom138
date: 2011-10-21T23:39:42-00:00

Re: New Balverine Transform Mod
type: item
description: bluedoom138 wrote on Sat, 22 October 2011 00:39 holy crap dude, talk about a mod... you must've dedicated alot of time figuring out how to do all of this!!! the work is very appreciated. by the way, what happens if get both white balverine and brown balverine mods? i'm curious to find out but afraid i'll break my game. Are you trying to be annoying ? Stop bringing back dead threads !
creator: Satan
date: 2011-10-22T12:09:05-00:00

Re: New Balverine Transform Mod
type: item
description: It's likely to break your game if you do manage to load both FMPs. Next time use common sense, so that you won't get rained upon with insults from the admins and mods. Oh and I believe there are directions on the first post that specifically state that you should not use both.
creator: Linkxp500
date: 2011-10-22T13:15:29-00:00

Re: New Balverine Transform Mod
type: item
description: yeah i figured that by mr.lucifur and asshole reply!!!
creator: bluedoom138
date: 2011-10-30T21:25:46-00:00

Re: New Balverine Transform Mod
type: item
description: I hear the ban train choo chooing closer...
creator: Noctus
date: 2011-10-30T21:31:57-00:00

Re: New Balverine Transform Mod
type: item
description: bluedoom138 wrote on Sun, 30 October 2011 16:25 yeah i figured that by mr.lucifur and asshole reply!!! 3 days. Come back when you're in the mood to act like an adult.
creator: JohnDoe
date: 2011-10-31T01:07:55-00:00