How To Mod Fable [message #36568] |
Mon, 07 January 2008 18:43 |
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When this is finished, it will cover every aspect of modding hopefully.
Anybody is free to help with this, just make a tutorial in html and send me the page. You will get credit
HOW TO READ: Download and open the attached html file
Currently Covers | The Freeroam App.
FE Setup
AE Setup
New game.bin entries
Removing Old Age Effects (by Tanro)
Changing Weapon Damage (by Tanro)
Character Swapping
Packing your mod
General Modeling for Fable
Blender Weapon Modeling
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Still a WIP though.
UPDATE: Tue, 08 January 2008: fixed the freeroam tutorial.
UPDATE: Now includes backing up game files, FE and AE setup.
UPDATE: Now covers new game.bin entries (old removed at 44 downloads)
UPDATE: Fixed the Freeroam tutorial, added old age effects (by Tanro)
UPDATE: Made more usable + added Changing Weapon Damage by Tanro
UPDATE: Added character swapping (old download removed at 104 downloads)
UPDATE: Added more stuff
UPDATE: Re-did the whole thing by hand, typed it from scratch instead of using a WYSIWYG editor, so now it looks really nice and the code doesn't look like ****.
UPDATE: Added a ton of stuff to the modeling section, further cleaned the page
UPDATE: More formatting fixes and removed modeling tutorial, just read Noob to Pro, because mine's not so great. Old removed at 937 downloads.
"All of the work, and none of the play, will surely provide for a speedy decay"
[Updated on: Wed, 19 November 2008 07:50] Report message to a moderator
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Re: How To Mod Fable [message #36698 is a reply to message #36568] |
Thu, 10 January 2008 04:53 |
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and make sure you're not just clicking the picture of the icon in my tutorial, as you need to click the actual thing in your My Documents or wherever you saved it
"All of the work, and none of the play, will surely provide for a speedy decay"
[Updated on: Thu, 10 January 2008 04:53] Report message to a moderator
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Re: How To Mod Fable [message #36857 is a reply to message #36846] |
Mon, 14 January 2008 19:40 |
Max Kreeger
Messages: 17 Registered: January 2008
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JohnDoe wrote on Mon, 14 January 2008 17:25 | I don't think it's even necessary to play with the names.bin.
And the beginning is simple enough, download FE, open it.
Definition edits take place in the game.bin.
Model edits happen in the graphics.big.
Texture edits go on in the textures.big.
Scripting edits have their place in the script.bin.
Map editing involves either the wad file or the levs and tngs.
That's the beginning, from there you "make your own destiny" by picking something and messing around with it.
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Are definition edits like damage and stuff, becuase I've been trying to change the damage of some weapons but failed miserably. lol.
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Re: How To Mod Fable [message #36858 is a reply to message #36846] |
Mon, 14 January 2008 20:53 |
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JohnDoe wrote on Mon, 14 January 2008 19:25 | I don't think it's even necessary to play with the names.bin.
And the beginning is simple enough, download FE, open it.
Definition edits take place in the game.bin.
Model edits happen in the graphics.big.
Texture edits go on in the textures.big.
Scripting edits have their place in the script.bin.
Map editing involves either the wad file or the levs and tngs.
That's the beginning, from there you "make your own destiny" by picking something and messing around with it.
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I didn't think that you could edit names.bin
I can't even open it
p.s. you shouldn't double-post, just edit your message. Unless it's been a few days and you really need to get a message across
"All of the work, and none of the play, will surely provide for a speedy decay"
[Updated on: Mon, 14 January 2008 20:54] Report message to a moderator
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Re: How To Mod Fable [message #36865 is a reply to message #36864] |
Tue, 15 January 2008 04:04 |
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JohnDoe
Messages: 3007 Registered: October 2007
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Retired
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That means FE couldn't pull open names.bin. Did you by chance right-click|Close the names.bin? Or rename/move/delete it? That's the only causes I can think of.
While you can't manually edit the names.bin, FE is dependent on it and needs it open to make other edits work.
If you know for sure that it is in the right place, you can click File|Open, go to the Fable directory\data\CompiledDefs\names.bin (that's where it should be) and open it.
[Updated on: Tue, 15 January 2008 04:06] Report message to a moderator
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Re: How To Mod Fable [message #36867 is a reply to message #36568] |
Tue, 15 January 2008 04:17 |
Max Kreeger
Messages: 17 Registered: January 2008
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No I do that. I can open names.bin. I open that first then games.bin. Its just when I right click and save as the two files and chuck them back into the game the modifications don't take any effect.
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Re: How To Mod Fable [message #36872 is a reply to message #36568] |
Tue, 15 January 2008 04:55 |
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then that's different, open names.bin, then game.bin, make your changes (make sure you click "apply changes" every change you m ake) then save mods & run fable, then re-compile files to original state (I believe bin's stay as bin's correct?)
"All of the work, and none of the play, will surely provide for a speedy decay"
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Re: How To Mod Fable [message #36874 is a reply to message #36872] |
Tue, 15 January 2008 05:15 |
Max Kreeger
Messages: 17 Registered: January 2008
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morerunes wrote on Tue, 15 January 2008 04:55 | then that's different, open names.bin, then game.bin, make your changes (make sure you click "apply changes" every change you m ake) then save mods & run fable, then re-compile files to original state (I believe bin's stay as bin's correct?)
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How do you recompile the files ? oh and when I click save and run fable it comes up with a error. When I click that is it supposed to run fable on the xbox ?
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Re: How To Mod Fable [message #36884 is a reply to message #36874] |
Tue, 15 January 2008 08:26 |
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Satan
Messages: 1033 Registered: September 2005 Location: Hades
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Administrator
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Max Kreeger wrote on Tue, 15 January 2008 13:15 | When I click that is it supposed to run fable on the xbox ?
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Despite any cable you have hooked up from the pc to the xbox there is no physical way for fe to run anything on it.
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.
[Updated on: Tue, 15 January 2008 08:29] Report message to a moderator
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Re: How To Mod Fable [message #36896 is a reply to message #36568] |
Tue, 15 January 2008 16:56 |
Max Kreeger
Messages: 17 Registered: January 2008
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Well what I do. Is once I changed the damage of a weapon I put the name back in because on default the name goes blank. Then I click apply changes and then I go up to where the names.bin and games.bin are and I right click on them and press save as. I do that for both of them and then I put the files back into the game. Clear my cake on the xbox which are X,Y and Z files. Just one question I get the games.bin and names.bin file from the folder called Compiled Defs. Is that where I'm supposed to get it from ?
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Re: How To Mod Fable [message #37175 is a reply to message #36568] |
Thu, 24 January 2008 22:49 |
Max Kreeger
Messages: 17 Registered: January 2008
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Awesome progress man. Just one thing. You should write what file you need to open e.g. game.bin and stuff and how to convert them to .big. If you've already written that I'm sorry and take this back I haven't read everything yet.
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Re: How To Mod Fable [message #37345 is a reply to message #37189] |
Mon, 28 January 2008 03:57 |
ShadowX630
Messages: 541 Registered: April 2007
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Just looked at the guide, pretty good. Just one thing, changing weapon damage... I've set damage to 9999999999 before an it has never crashed the game.
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