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Constant creature generator... [message #24321] Fri, 17 August 2007 12:42 Go to next message
Loby-man is currently offline  Loby-man
Messages: 329
Registered: April 2007
Ive looked in search and the wiki and the guides in there and didnt see anything about a constant creature generator....cause the Lych field graveyard undead circle thing(before you get to the underground passage)that thing has a constant creature generator....once u kill one others come back....All this comes out to is it possible to take the undead generator thing from the Undead circle and put it in Bowerstone Quay and change the creatures to something else.... a way to make them damage able out side the circle, and finally stop the circle from stopping the creature comin after an amout of creatures have been killed?

Re: Constant creature generator... [message #24322 is a reply to message #24321] Fri, 17 August 2007 12:44 Go to previous messageGo to next message
HodgePodge is currently offline  HodgePodge
Messages: 440
Registered: April 2007
Location: Making Bagel Bites
Go to the actual graveyard and use one of those creature generators.

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Re: Constant creature generator... [message #24323 is a reply to message #24321] Fri, 17 August 2007 12:47 Go to previous messageGo to next message
Loby-man is currently offline  Loby-man
Messages: 329
Registered: April 2007
I have to use AE right? Confused
Re: Constant creature generator... [message #24324 is a reply to message #24323] Fri, 17 August 2007 12:49 Go to previous messageGo to next message
HodgePodge is currently offline  HodgePodge
Messages: 440
Registered: April 2007
Location: Making Bagel Bites
Notepad works Wink

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Re: Constant creature generator... [message #24325 is a reply to message #24321] Fri, 17 August 2007 12:53 Go to previous messageGo to next message
Loby-man is currently offline  Loby-man
Messages: 329
Registered: April 2007
lol i wish i had experience in this Laughing
Re: Constant creature generator... [message #24326 is a reply to message #24321] Fri, 17 August 2007 13:10 Go to previous messageGo to next message
Satan
Messages: 1033
Registered: September 2005
Location: Hades

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Loby-man wrote on Fri, 17 August 2007 20:53:

lol i wish i had experience in this


There's only one way to get it...


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There is nothing in the Void.
There is no point to it's being.
I wish there was a reason.
There is nothing in the Void,
But what we put there.
Re: Constant creature generator... [message #24327 is a reply to message #24321] Fri, 17 August 2007 13:15 Go to previous messageGo to next message
Loby-man is currently offline  Loby-man
Messages: 329
Registered: April 2007
which probly is to make a new script or to copy the script in the Lychfield graveyard path put it in Bowerstone quay and change the creature and something else for the other 2 things
Re: Constant creature generator... [message #24328 is a reply to message #24326] Fri, 17 August 2007 13:19 Go to previous messageGo to next message
HodgePodge is currently offline  HodgePodge
Messages: 440
Registered: April 2007
Location: Making Bagel Bites
Player 4;
UID 18446741874686310466;
DefinitionType "MARKER_CREATURE_GENERATOR_INVISIBLE";
ScriptName NULL;
ScriptData "NULL";
ThingGamePersistent FALSE;
ThingLevelPersistent TRUE;
StartCTCPhysicsStandard;
PositionX 156.243652;
PositionY 61.756836;
PositionZ 25.43491;
RHSetForwardX 0.0;
RHSetForwardY 0.999994;
RHSetForwardZ 0.0;
RHSetUpX 0.0;
RHSetUpY 0.0;
RHSetUpZ 0.999994;
EndCTCPhysicsStandard;
StartCTCEditor;
EndCTCEditor;
StartCTCCreatureGenerator;
CreatureFamilies[0] "GRAVEYARD_PATH_FAMILY";
GenerationRadius 12.0;
SelfTriggerRadius 13.0;
SelfTrigger TRUE;
SelfTriggerResetInterval 8;
TriggerOnActivate FALSE;
ActiveCreatureLimit 4;
TotalGenerationLimit 50;
NumTriggers -1;
ScriptNameOfAllGeneratedCreatures "";
EndCTCCreatureGenerator;
StartCTCActivationReceptorCreatureGenerator;
DeactivateAfterSetTime TRUE;
FramesAfterActivationToDeactivate 150;
ActivateOnActivate FALSE;
TriggerOnActivate TRUE;
EndCTCActivationReceptorCreatureGenerator;
StartCTCActivationTrigger;
ReceptorUID 0;
EndCTCActivationTrigger;
Health 1.0;
EndThing;


Change UID, Gen Family, and Coords. Taken from Graveyard_Entrance.


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Re: Constant creature generator... [message #24338 is a reply to message #24321] Fri, 17 August 2007 14:00 Go to previous messageGo to next message
Loby-man is currently offline  Loby-man
Messages: 329
Registered: April 2007
Ok i got the Gen familly and The UID but i dont understand how to get the TNG tool thing to work-so i cant get the coodinates to the area

Player 4;
UID 1844675864187468629;
DefinitionType "MARKER_CREATURE_GENERATOR_INVISIBLE";
ScriptName NULL;
ScriptData "NULL";
ThingGamePersistent FALSE;
ThingLevelPersistent TRUE;
StartCTCPhysicsStandard;
PositionX 156.243652;
PositionY 61.756836;
PositionZ 25.43491;
RHSetForwardX 0.0;
RHSetForwardY 0.999994;
RHSetForwardZ 0.0;
RHSetUpX 0.0;
RHSetUpY 0.0;
RHSetUpZ 0.999994;
EndCTCPhysicsStandard;
StartCTCEditor;
EndCTCEditor;
StartCTCCreatureGenerator;
CreatureFamilies[0] "ICE_HORDE_AND_BALVS_01";
GenerationRadius 12.0;
SelfTriggerRadius 13.0;
SelfTrigger TRUE;
SelfTriggerResetInterval 8;
TriggerOnActivate FALSE;
ActiveCreatureLimit 4;
TotalGenerationLimit 50;
NumTriggers -1;
ScriptNameOfAllGeneratedCreatures "";
EndCTCCreatureGenerator;
StartCTCActivationReceptorCreatureGenerator;
DeactivateAfterSetTime TRUE;
FramesAfterActivationToDeactivate 150;
ActivateOnActivate FALSE;
TriggerOnActivate TRUE;
EndCTCActivationReceptorCreatureGenerator;
StartCTCActivationTrigger;
ReceptorUID 0;
EndCTCActivationTrigger;
Health 1.0;
EndThing;

[Updated on: Fri, 17 August 2007 14:01]

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Re: Constant creature generator... [message #24339 is a reply to message #24338] Fri, 17 August 2007 14:02 Go to previous messageGo to next message
HodgePodge is currently offline  HodgePodge
Messages: 440
Registered: April 2007
Location: Making Bagel Bites
If you can't use Albion Explorer, then use another object in the TNG as a reference point in Notepad. I'm not going to position it for you Confused

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Re: Constant creature generator... [message #24341 is a reply to message #24321] Fri, 17 August 2007 14:19 Go to previous messageGo to next message
Loby-man is currently offline  Loby-man
Messages: 329
Registered: April 2007
ok after when i extract the wad file what do i do with it when i do the save thing it says"Try to select a file next time" were do i save it?
Re: Constant creature generator... [message #24349 is a reply to message #24341] Fri, 17 August 2007 14:51 Go to previous messageGo to next message
chaos is currently offline  chaos
Messages: 542
Registered: May 2006
Just so you should know, there is a constant undead family you can use.

PRISON_SP_FAMILY


http://i143.photobucket.com/albums/r124/korgoth-of-barbaria/chaos-1.jpg
Re: Constant creature generator... [message #24352 is a reply to message #24321] Fri, 17 August 2007 14:56 Go to previous messageGo to next message
Loby-man is currently offline  Loby-man
Messages: 329
Registered: April 2007
i dont want undead though..to easy
Re: Constant creature generator... [message #24353 is a reply to message #24352] Fri, 17 August 2007 15:06 Go to previous messageGo to next message
chaos is currently offline  chaos
Messages: 542
Registered: May 2006
Go into Fable Explorer and make a new creature family using the undead genrator as a template.

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Re: Constant creature generator... [message #24354 is a reply to message #24321] Fri, 17 August 2007 15:08 Go to previous messageGo to next message
Loby-man is currently offline  Loby-man
Messages: 329
Registered: April 2007
will try when i can..my bro is on the computer with all the files and stuff
Re: Constant creature generator... [message #24355 is a reply to message #24354] Fri, 17 August 2007 15:10 Go to previous messageGo to next message
chaos is currently offline  chaos
Messages: 542
Registered: May 2006
Did you figure out free roam?

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Re: Constant creature generator... [message #24358 is a reply to message #24353] Fri, 17 August 2007 15:17 Go to previous messageGo to next message
HodgePodge is currently offline  HodgePodge
Messages: 440
Registered: April 2007
Location: Making Bagel Bites
chaos wrote on Fri, 17 August 2007 17:06

Go into Fable Explorer and make a new creature family using the undead genrator as a template.


Doesn't the constant spawning have to do with the scripting?


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Re: Constant creature generator... [message #24359 is a reply to message #24358] Fri, 17 August 2007 15:20 Go to previous messageGo to next message
chaos is currently offline  chaos
Messages: 542
Registered: May 2006
Only on the quest. If you go to the prison, they are always there.

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Re: Constant creature generator... [message #24360 is a reply to message #24359] Fri, 17 August 2007 15:24 Go to previous messageGo to next message
HodgePodge is currently offline  HodgePodge
Messages: 440
Registered: April 2007
Location: Making Bagel Bites
What part of the Generation Family is different? Is there an unknown that controls it?

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Re: Constant creature generator... [message #24366 is a reply to message #24360] Fri, 17 August 2007 15:50 Go to previous messageGo to next message
chaos is currently offline  chaos
Messages: 542
Registered: May 2006
Most likely an unkown, I haven't really looked into creature generators.

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Re: Constant creature generator... [message #24369 is a reply to message #24366] Fri, 17 August 2007 16:13 Go to previous messageGo to next message
ShadowX630 is currently offline  ShadowX630
Messages: 541
Registered: April 2007
Could someone make a "Constant Bandit Generator" for me in BowerStone South, Knothole Glade, or Okvale? OR tell me how to do it myself?
Re: Constant creature generator... [message #24370 is a reply to message #24369] Fri, 17 August 2007 16:41 Go to previous messageGo to next message
HodgePodge is currently offline  HodgePodge
Messages: 440
Registered: April 2007
Location: Making Bagel Bites
Chaos said how already. Use the Prison Path family as a template and spawn a creature generator that uses that.

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Re: Constant creature generator... [message #24371 is a reply to message #24321] Fri, 17 August 2007 16:44 Go to previous messageGo to next message
Loby-man is currently offline  Loby-man
Messages: 329
Registered: April 2007
The wiki isnt helping me at all with the freeroam/AE..doesnt say were to save it after you extract the WAD file...it says (like above)"Try selecting a folder next time"
Re: Constant creature generator... [message #24372 is a reply to message #24371] Fri, 17 August 2007 16:46 Go to previous messageGo to next message
HodgePodge is currently offline  HodgePodge
Messages: 440
Registered: April 2007
Location: Making Bagel Bites
http://forums.projectego.net/freeroam-setup-2152/

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Re: Constant creature generator... [message #24373 is a reply to message #24321] Fri, 17 August 2007 16:50 Go to previous messageGo to next message
Loby-man is currently offline  Loby-man
Messages: 329
Registered: April 2007
thanks..still might be a bit till i can finish though... Crying or Very Sad

the freeroam application thing crashes at the 12th step Sad

[Updated on: Fri, 17 August 2007 21:52]

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Re: Constant creature generator... [message #24398 is a reply to message #24321] Fri, 17 August 2007 22:24 Go to previous messageGo to next message
Loby-man is currently offline  Loby-man
Messages: 329
Registered: April 2007
sorry for not using Edit but here it is

Player 4;
UID 1844675864187468629;
DefinitionType "MARKER_CREATURE_GENERATOR_INVISIBLE";
ScriptName NULL;
ScriptData "NULL";
ThingGamePersistent FALSE;
ThingLevelPersistent TRUE;
StartCTCPhysicsStandard;
PositionX 93.073486;
PositionY 61.220947;
PositionZ 29.518246;
RHSetForwardX 0.0;
RHSetForwardY 0.999994;
RHSetForwardZ 0.0;
RHSetUpX 0.0;
RHSetUpY 0.0;
RHSetUpZ 0.999994;
EndCTCPhysicsStandard;
StartCTCEditor;
EndCTCEditor;
StartCTCCreatureGenerator;
CreatureFamilies[0] "ICE_HORDE_AND_BALVS_01";
GenerationRadius 12.0;
SelfTriggerRadius 13.0;
SelfTrigger TRUE;
SelfTriggerResetInterval 8;
TriggerOnActivate FALSE;
ActiveCreatureLimit 4;
TotalGenerationLimit 50;
NumTriggers -1;
ScriptNameOfAllGeneratedCreatures "";
EndCTCCreatureGenerator;
StartCTCActivationReceptorCreatureGenerator;
DeactivateAfterSetTime TRUE;
FramesAfterActivationToDeactivate 150;
ActivateOnActivate FALSE;
TriggerOnActivate TRUE;
EndCTCActivationReceptorCreatureGenerator;
StartCTCActivationTrigger;
ReceptorUID 0;
EndCTCActivationTrigger;
Health 1.0;
EndThing;

were do i put it? Embarassed could i import it in Data\Levels\FinalAlbion\BowerstoneSlumsWarehouses.tng in FE?

[Updated on: Fri, 17 August 2007 22:27]

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Re: Constant creature generator... [message #24399 is a reply to message #24398] Fri, 17 August 2007 22:33 Go to previous messageGo to next message
HodgePodge is currently offline  HodgePodge
Messages: 440
Registered: April 2007
Location: Making Bagel Bites
If freeroam won't work, then export the tng from FE, edit in Notepad, and import back into FE

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Re: Constant creature generator... [message #24400 is a reply to message #24321] Fri, 17 August 2007 22:34 Go to previous messageGo to next message
Loby-man is currently offline  Loby-man
Messages: 329
Registered: April 2007
well every thing is done so i just import it into the bowerstone slums warehouse.lev in FE?
Re: Constant creature generator... [message #24401 is a reply to message #24400] Fri, 17 August 2007 22:35 Go to previous messageGo to next message
HodgePodge is currently offline  HodgePodge
Messages: 440
Registered: April 2007
Location: Making Bagel Bites
.tng Wink

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Re: Constant creature generator... [message #24402 is a reply to message #24321] Fri, 17 August 2007 22:36 Go to previous message
Loby-man is currently offline  Loby-man
Messages: 329
Registered: April 2007
ok thanks alot!! should i post a mod of it? if you want i could

an error popped up while it was loading the game Shocked

"Microsoft Visual C++ Runtime Library

Runtime Error!

Program:...iles\Microsoft Games\Fable-The Lost Chapters\Fable.exe

This application has requested Runtime to terminate it in an unusual way.
Please contact the applications support team for more information."

so i cant do anything i even tried to make a new profile Crying or Very Sad

[Updated on: Fri, 17 August 2007 23:04]

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