Fable Weapon Revamping [message #16087] |
Tue, 23 January 2007 05:24 ![Go to next message Go to next message](/forum/theme/default/images/down.png) |
![](http://fabletlcmod.com/forum/images/custom_avatars/1885.gif) |
Gllen Nadix
Messages: 46 Registered: January 2007 Location: The Abyss Of My Mind
|
|
|
|
Hello, I'm new to the Fable modding scene, but I have a fair bit of previous experience modding other games, and one thing I have done for almost every game I have modded is revamp the entire setup of the weapons. And I mean ALL of the weapons, every last one that comes in the game. I wish to do this for Fable:TLC as well.
However, I do not know what tools I will need in order to accomplish this.
I know I'll need Fable Explorer, and FreeRoam to relocate/place some of the weapons where I choose. And of course an image editing program to skin them. But besides that I don't know what I'll need.
Any and all assistance will be greatly appreciated, and I look forward to getting involved with the Fable modding community.
Most people fear death, but not I.
No, what I fear most is living forever.
|
|
|
|
|
|
|
|
|
|
Re: Fable Weapon Revamping [message #16103 is a reply to message #16087] |
Tue, 23 January 2007 07:19 ![Go to previous message Go to previous message](/forum/theme/default/images/up.png) ![Go to next message Go to next message](/forum/theme/default/images/down.png) |
![](http://fabletlcmod.com/forum/images/custom_avatars/1885.gif) |
Gllen Nadix
Messages: 46 Registered: January 2007 Location: The Abyss Of My Mind
|
|
|
|
Mostly just the Game-Specific unpackers, photoshop, notepad and various user-developed utilities. And my trusty Norton Ghost, for when I mess with things I shouldn't have messed with.
The 2-lb sledgehammer has come out quite a few times, and I actually shot my computer once after it literally burst into flames and crashed in horrible wailing screeches and became a new paperweight, but I'm not sure that large dents or bullet holes quite qualify as "development".
BTW, are there any tutorials on what files I'll have to mess with in FE, like where the models and textures are located, cause I tried doing a search and I always got either no results or too many to possibly sort through.
Thanks once more to all you guys and/or girls (and/or genderless sentient lifeforms) who have taken the time to help me get started on this project.
Most people fear death, but not I.
No, what I fear most is living forever.
|
|
|
Re: Fable Weapon Revamping [message #16104 is a reply to message #16103] |
Tue, 23 January 2007 07:29 ![Go to previous message Go to previous message](/forum/theme/default/images/up.png) ![Go to next message Go to next message](/forum/theme/default/images/down.png) |
|
Gllen Nadix wrote on Tue, 23 January 2007 16:19 | Mostly just the Game-Specific unpackers, photoshop, notepad and various user-developed utilities. And my trusty Norton Ghost, for when I mess with things I shouldn't have messed with.
The 2-lb sledgehammer has come out quite a few times, and I actually shot my computer once after it literally burst into flames and crashed in horrible wailing screeches and became a new paperweight, but I'm not sure that large dents or bullet holes quite qualify as "development".
BTW, are there any tutorials on what files I'll have to mess with in FE, like where the models and textures are located, cause I tried doing a search and I always got either no results or too many to possibly sort through.
Thanks once more to all you guys and/or girls (and/or genderless sentient lifeforms) who have taken the time to help me get started on this project.
|
Models are located in the graphics.big,
textures in the (surprise surprise!) textures.big,
effects in the effects.big,
text in the text.big...
But you can find everything in FableExplorer via the game.bin file the easiest way.
Just find the object you want to edit in the OBJECT list (weapons are somewhere at the end), and from there just follow the links...
Heres a .x file exporter for blender if you (or anyone else) plan to use it: http://projects.blender.org/projects/directxexporter/
![http://img18.imageshack.us/img18/1640/48x48exit.png](http://img18.imageshack.us/img18/1640/48x48exit.png)
this is not an exit.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Re: Fable Weapon Revamping [message #16301 is a reply to message #16087] |
Tue, 30 January 2007 06:35 ![Go to previous message Go to previous message](/forum/theme/default/images/up.png) ![Go to next message Go to next message](/forum/theme/default/images/down.png) |
![](http://fabletlcmod.com/forum/images/custom_avatars/1885.gif) |
Gllen Nadix
Messages: 46 Registered: January 2007 Location: The Abyss Of My Mind
|
|
|
|
So could I just have it run a cutscene that already exists, but modify what that cutscene does?
Also, another question...
Where the *expletive deleted at request of mother* are the stupid textures for the weapons? I looked in textures.big but there were many that weren't there. Is there a way to access them through game.bin, and if so, how!? Sorry, I'm just a little frustrated over this.
Most people fear death, but not I.
No, what I fear most is living forever.
[Updated on: Tue, 30 January 2007 07:17] Report message to a moderator
|
|
|
|
|
|
|
Re: Fable Weapon Revamping [message #16348 is a reply to message #16087] |
Thu, 01 February 2007 09:09 ![Go to previous message Go to previous message](/forum/theme/default/images/up.png) ![Go to next message Go to next message](/forum/theme/default/images/down.png) |
![](http://fabletlcmod.com/forum/images/custom_avatars/1885.gif) |
Gllen Nadix
Messages: 46 Registered: January 2007 Location: The Abyss Of My Mind
|
|
|
|
Right now I'm working on making a realistic looking Katana. I want to base it on LastSlash's work. But nobody will convert it to .x for me, and I can't open .max files. Oh well.
I might also make the greatsword more like a real two-handed sword, and give it an actual point, It will be similar to the bastard sword in the GWP, only not quite as high-quality since ailia is obviously a much better modeler and photoshopitizer than I am. Most of my mods for other games were primarily scripting, not modeling. But I'm learning.
Additionally, I'm going to try and make it so that you need a certain level of physique to use certain weapons based on their weight and damage lvl. And the same with bows and your Accuracy.
And the list goes on... I'm going to rework the Augmentations to make them more useful for their situation, but make the weapon less effective for other purposes. Flame/Lightning increases damage against Flame/Lightning-vulnerables but decreases damage angainst anyone else. Mana/Health/Experience would decrease damage against all enemies but also work better for gaining Mana/Health/Experience. This would coincide with the addition of many more types of augments and the removal of some others.
Along the same lines, weapons would be more flexible in what they could do (That is, weapons would have more augmentation slots.)
Another idea I had is a mod where every weapon is a legendary weapon. You would start of with the stick, and not ever get an Iron Longsword like you usually do. However, there would be many more legenedaries, and they would each have interesting histories and abilities.
Please comment on these ideas, I'd like to know which ones people would like to see, and if any are beyond the reach what the modding community can do--such as the physique/accuracy requirements--I'd like to be informed of such.
And to answer your questions, Kain, I'll be doing this separate, but will merge them when they are both done (you'll be able to get them both separate, but will also be able to get them as one, eventually). And I'll post a beta as soon as I finish my first few things (Weapons and Augments). I'll post screenshots as soon as I get anything actually done (probably the new and altered augments). BTW, the Smithing mod is on hold until the devs figure out how to edit and start scripts on command, as that is the only way to get it working as I intended, and the only realisitic alternative would be easy to use as a cheat for the game by means of smithing infinite weapons and selling them (Fable won't take away the items needed if its not in a cutscene).
Most people fear death, but not I.
No, what I fear most is living forever.
[Updated on: Thu, 01 February 2007 09:15] Report message to a moderator
|
|
|
|
Re: Fable Weapon Revamping [message #16364 is a reply to message #16087] |
Thu, 01 February 2007 16:01 ![Go to previous message Go to previous message](/forum/theme/default/images/up.png) ![Go to next message Go to next message](/forum/theme/default/images/down.png) |
![](http://fabletlcmod.com/forum/images/custom_avatars/1885.gif) |
Gllen Nadix
Messages: 46 Registered: January 2007 Location: The Abyss Of My Mind
|
|
|
|
OK then, thanks for the feedback. Just so everyone knows, I've taken the model from LastSlash's Katana (downloaded 3DS Max trial for just that purpose) and have mapped it and gotten it in game, along with my nice bright red, blue, green and yellow texure for it.
I've also remodeled the Greatsword, now it does not seem like a club as much or more than the Greatmace, and it actually has a pointy tip now.
But, I have a question for those with more knowledge than I on these matters. How do I add Helpers to the model of the LastSlash Katana? And they are called Helpers, aren't they? You know, the things that make the hero hold the sword right, because right now he's holding it around the guard and its blade is facing towards the hero's left side.
After this I'll post screenies of the Katana (Once I texture it) and the new Greatsword design (As soon as I get the time to screeny it).
Most people fear death, but not I.
No, what I fear most is living forever.
[Updated on: Thu, 01 February 2007 16:01] Report message to a moderator
|
|
|
|
|
|
|
|
|