Re: Mod combining help? Please. [message #45759 is a reply to message #45756] |
Tue, 23 September 2008 14:59 |
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JohnDoe
Messages: 3007 Registered: October 2007
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Retired
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I believe I already have, unless you didn't like my answer.My answerJohnDoe wrote on Sun, 21 September 2008 01:28 | I've read your post and for future reference, if your post isn't replied to, it wasn't overlooked, just ignored. The reason for this is because I and those like me are tired of answering self-explanatory questions and resolving problems that a trained monkey could do. Don't send PMs in regards to posts you have made simply because no one replied. Don't upload mods that aren't yours, I know that you aren't claiming them as your own but it is still a pretty serious and irritating social faux pas.
The mods that edit the same entries will need to be done by hand. It is relatively simple to do. Figure out what each mod edits and in what way and to what values, then do it manually. The mods that do not interfere with other mods or purely adds content without editing existing content do not need to be done in this way.
I'm not going to do it for you, not only because I don't want to, but also because I do not have Fable installed currently and so I can't, but it's mostly because I don't want to. I will, however, tell you how to do it.- Make a copy of your game.bin and all of the mods.
- Rename the copied mods such that the extensions are big instead of fmp (i.e. "BerserkHorns.fmp" >> "BerserkHorns.big").
- Open FE.
- Make use of File|Open and open the mod archives (fmp files are really big files and can be opened in the same way as big/bin files).
- Apply a mod (fmp, not big).
- Use File|Open again to open the copied game.bin.
- Switch over to the copied mod, the big of the mod you used.
- Find out what it edits.
- Switch over to the game.bin that's automatically opened (the one the game used) and open the entry/entries that the mod edited).
- Change the name(s) (or give it/them (a) name(s) if it/they don't/doesn't have one) so that you know that this/these is/are the edited entry/entries.
- Switch over to the copied, unedited game.bin and open the same entries.
- Compare the differences and manually make the edits to the copied game.bin, taking note of what mod edited what values.
- Save the copied game.bin under a different name, close it, load another mod, open the new game.bin, repeat the process from step #7 until all edits are complete.
It sounds like a lot, it really isn't, and the knowledge required is minimal.Micayne wrote on Sun, 21 September 2008 00:47 | Signed,
A Fellow Gamer.
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