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How To Mod Fable [message #36568] Mon, 07 January 2008 18:43 Go to next message
morerunes is currently offline  morerunes
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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


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]

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Re: How To Mod Fable [message #36578 is a reply to message #36568] Tue, 08 January 2008 00:30 Go to previous messageGo to next message
OldBoy is currently offline  OldBoy
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You forgot to mention to rename the FinalAblion.wad.

http://img18.imageshack.us/img18/1640/48x48exit.png
this is not an exit.
Re: How To Mod Fable [message #36586 is a reply to message #36568] Tue, 08 January 2008 09:46 Go to previous messageGo to next message
morerunes is currently offline  morerunes
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oh dangit, I'll have to fix that very soon, thanks Smile

I guess I forgot to tell them to set USE LEVELWAD to FALSE also


"All of the work, and none of the play, will surely provide for a speedy decay"
Re: How To Mod Fable [message #36597 is a reply to message #36568] Tue, 08 January 2008 17:55 Go to previous messageGo to next message
morerunes is currently offline  morerunes
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UPDATE: Tue, 08 January 2008: fixed the freeroam tutorial.

"All of the work, and none of the play, will surely provide for a speedy decay"
Re: How To Mod Fable [message #36696 is a reply to message #36568] Thu, 10 January 2008 01:38 Go to previous messageGo to next message
Max Kreeger is currently offline  Max Kreeger
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Registered: January 2008
Awesome work so far man, just one problem the penguin icon thing doesn't work. When I double click it doesn't do anything.

Good work
Max
Re: How To Mod Fable [message #36697 is a reply to message #36568] Thu, 10 January 2008 04:36 Go to previous messageGo to next message
Satan
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The penguin icon thing ? You mean the freeroam app ?

It won't do anything unless the .net framework version 1.1 is installed on your machine.


http://img259.imageshack.us/img259/1398/satansigv5gu3.gif

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: How To Mod Fable [message #36698 is a reply to message #36568] Thu, 10 January 2008 04:53 Go to previous messageGo to next message
morerunes is currently offline  morerunes
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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]

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Re: How To Mod Fable [message #36712 is a reply to message #36568] Thu, 10 January 2008 16:19 Go to previous messageGo to next message
Max Kreeger is currently offline  Max Kreeger
Messages: 17
Registered: January 2008
Sorry my bad guys.
Re: How To Mod Fable [message #36721 is a reply to message #36568] Thu, 10 January 2008 20:32 Go to previous messageGo to next message
morerunes is currently offline  morerunes
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no problem Very Happy

"All of the work, and none of the play, will surely provide for a speedy decay"
Re: How To Mod Fable [message #36731 is a reply to message #36568] Fri, 11 January 2008 00:50 Go to previous messageGo to next message
Max Kreeger is currently offline  Max Kreeger
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Registered: January 2008
Hey, I downloaded Fable Explorer and .Net Framework v2.0.
My problem is I think its the wrong one, I got it from here:

http://fabletlcmod.com/forum/index.php?t=msg&th=1330& ;start=0&

My other problem is that in one thread:

http://fabletlcmod.com/forum/index.php?t=msg&th=2508& ;start=0&

It says I need to back up the following files:

Files to backup:
Game.bin
Script.bin
Text.big
Textures.big
Graphics.big
Effects.big
FinalAlbion.wad

The problem is that the files with bin aren't there. They are all .biz. Just to clarify that. All the files that end in .bin are now .biz. Is this because its on xbox ?

Could you please give me the direct link for the Fable Explorer that I need to mod Fable TLC on xbox.

Thank you
Max K.
Re: How To Mod Fable [message #36734 is a reply to message #36568] Fri, 11 January 2008 04:19 Go to previous messageGo to next message
morerunes is currently offline  morerunes
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read through the entire thread: XBOX xml and XBOX mods

"All of the work, and none of the play, will surely provide for a speedy decay"

[Updated on: Fri, 11 January 2008 04:19]

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Re: How To Mod Fable [message #36836 is a reply to message #36568] Mon, 14 January 2008 15:01 Go to previous messageGo to next message
morerunes is currently offline  morerunes
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UPDATE

"All of the work, and none of the play, will surely provide for a speedy decay"
Re: How To Mod Fable [message #36844 is a reply to message #36568] Mon, 14 January 2008 17:07 Go to previous messageGo to next message
Max Kreeger is currently offline  Max Kreeger
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Registered: January 2008
YAY Very Happy

Just a suggestion. Could you do a How to use Fable Explorer from the complete beginning. What I mean by that is, you tell us what file to open first e.g. names.bin because in other tutorials they say nothing about that, they only say how to mod the game and not how to start.

Thank you
Max K.

[Updated on: Mon, 14 January 2008 17:12]

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Re: How To Mod Fable [message #36846 is a reply to message #36844] Mon, 14 January 2008 17:25 Go to previous messageGo to next message
JohnDoe is currently offline  JohnDoe
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Registered: October 2007

Retired
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.
Re: How To Mod Fable [message #36849 is a reply to message #36568] Mon, 14 January 2008 18:15 Go to previous messageGo to next message
morerunes is currently offline  morerunes
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hold your horses! Laughing

I haven't gotten very far with this (if it doesn't get stickied when it's done I'll be very angry Laughing )

I will try to cover every aspect of modding fable when it's done.


"All of the work, and none of the play, will surely provide for a speedy decay"
Re: How To Mod Fable [message #36856 is a reply to message #36568] Mon, 14 January 2008 19:31 Go to previous messageGo to next message
Max Kreeger is currently offline  Max Kreeger
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Registered: January 2008
Awesome can't wait. Maybe my modifications that I made didn't work because I had the wrong def.xml
Re: How To Mod Fable [message #36857 is a reply to message #36846] Mon, 14 January 2008 19:40 Go to previous messageGo to next message
Max Kreeger is currently offline  Max Kreeger
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Registered: January 2008
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.


Are definition edits like damage and stuff, becuase I've been trying to change the damage of some weapons but failed miserably. lol.
Re: How To Mod Fable [message #36858 is a reply to message #36846] Mon, 14 January 2008 20:53 Go to previous messageGo to next message
morerunes is currently offline  morerunes
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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.


I didn't think that you could edit names.bin Confused

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]

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Re: How To Mod Fable [message #36864 is a reply to message #36568] Tue, 15 January 2008 03:42 Go to previous messageGo to next message
Max Kreeger is currently offline  Max Kreeger
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Well when I try and open games.bin it says I need to open names.bin first.
Re: How To Mod Fable [message #36865 is a reply to message #36864] Tue, 15 January 2008 04:04 Go to previous messageGo to next message
JohnDoe is currently offline  JohnDoe
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Registered: October 2007

Retired
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]

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Re: How To Mod Fable [message #36867 is a reply to message #36568] Tue, 15 January 2008 04:17 Go to previous messageGo to next message
Max Kreeger is currently offline  Max Kreeger
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Registered: January 2008
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.
Re: How To Mod Fable [message #36870 is a reply to message #36568] Tue, 15 January 2008 04:26 Go to previous messageGo to next message
morerunes is currently offline  morerunes
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for xbox?

"All of the work, and none of the play, will surely provide for a speedy decay"
Re: How To Mod Fable [message #36871 is a reply to message #36568] Tue, 15 January 2008 04:53 Go to previous messageGo to next message
Max Kreeger is currently offline  Max Kreeger
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Yes
Re: How To Mod Fable [message #36872 is a reply to message #36568] Tue, 15 January 2008 04:55 Go to previous messageGo to next message
morerunes is currently offline  morerunes
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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"
Re: How To Mod Fable [message #36873 is a reply to message #36870] Tue, 15 January 2008 04:59 Go to previous messageGo to next message
JohnDoe is currently offline  JohnDoe
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Retired
morerunes wrote on Tue, 15 January 2008 06:26

for xbox?

Totally forgot he was an XBox guy. Sorry about that.
Re: How To Mod Fable [message #36874 is a reply to message #36872] Tue, 15 January 2008 05:15 Go to previous messageGo to next message
Max Kreeger is currently offline  Max Kreeger
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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?)


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 ?
Re: How To Mod Fable [message #36875 is a reply to message #36874] Tue, 15 January 2008 05:52 Go to previous messageGo to next message
JohnDoe is currently offline  JohnDoe
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Retired
Would it by chance be a splash.exe error?
The splash error is a known issue when launching Fable from FE.
You can recompile by right-clicking any file in the top left of FE and selecting Recompile. This may take time depending on magnitude of the changes and in what files they are in.

I'm not familiar at all with modding for the XBox, so I can't help you in that department. But I do think that the bin files are supposed to go back to biz, Silver would know more on that though.
Re: How To Mod Fable [message #36884 is a reply to message #36874] Tue, 15 January 2008 08:26 Go to previous messageGo to next message
Satan
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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 ?


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.


http://img259.imageshack.us/img259/1398/satansigv5gu3.gif

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]

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Re: How To Mod Fable [message #36896 is a reply to message #36568] Tue, 15 January 2008 16:56 Go to previous messageGo to next message
Max Kreeger is currently offline  Max Kreeger
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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 ?
Re: How To Mod Fable [message #37104 is a reply to message #36568] Tue, 22 January 2008 05:57 Go to previous messageGo to next message
morerunes is currently offline  morerunes
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yes, you get it from there

UPDATE


"All of the work, and none of the play, will surely provide for a speedy decay"
Re: How To Mod Fable [message #37166 is a reply to message #36568] Thu, 24 January 2008 18:22 Go to previous messageGo to next message
morerunes is currently offline  morerunes
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UPDATE

"All of the work, and none of the play, will surely provide for a speedy decay"
Re: How To Mod Fable [message #37175 is a reply to message #36568] Thu, 24 January 2008 22:49 Go to previous messageGo to next message
Max Kreeger is currently offline  Max Kreeger
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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. Razz
Re: How To Mod Fable [message #37189 is a reply to message #36568] Fri, 25 January 2008 13:49 Go to previous messageGo to next message
morerunes is currently offline  morerunes
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I will when I have a tutorial needing something besides game.bin Very Happy

"All of the work, and none of the play, will surely provide for a speedy decay"
Re: How To Mod Fable [message #37345 is a reply to message #37189] Mon, 28 January 2008 03:57 Go to previous messageGo to next message
ShadowX630 is currently offline  ShadowX630
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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.
Re: How To Mod Fable [message #37346 is a reply to message #36568] Mon, 28 January 2008 04:44 Go to previous messageGo to next message
morerunes is currently offline  morerunes
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oh, I hadn't even read all of that one, I'll change that

"All of the work, and none of the play, will surely provide for a speedy decay"
Re: How To Mod Fable [message #37350 is a reply to message #37345] Mon, 28 January 2008 05:55 Go to previous messageGo to next message
JohnDoe is currently offline  JohnDoe
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Retired
I do believe I have mentioned this to tanro before.
Heh, the only reason I even made an account there.
Re: How To Mod Fable [message #37353 is a reply to message #36568] Mon, 28 January 2008 11:17 Go to previous messageGo to next message
Anonymous Coward
You did. But its his guide not mine. He asked me if he could add in stuff I did and I told him to feel free to.
Re: How To Mod Fable [message #38298 is a reply to message #36568] Thu, 21 February 2008 19:53 Go to previous messageGo to next message
morerunes is currently offline  morerunes
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UPDATE

"All of the work, and none of the play, will surely provide for a speedy decay"
Re: How To Mod Fable [message #38328 is a reply to message #36568] Fri, 22 February 2008 21:06 Go to previous messageGo to next message
morerunes is currently offline  morerunes
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UPDATE

"All of the work, and none of the play, will surely provide for a speedy decay"
Re: How To Mod Fable [message #38335 is a reply to message #36568] Sat, 23 February 2008 06:27 Go to previous messageGo to previous message
morerunes is currently offline  morerunes
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Laughing Sounds like somebody got bored with photoshop!

thanks for the feedback though, I will have to put that in there


"All of the work, and none of the play, will surely provide for a speedy decay"
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